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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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ColorGuardian: Customize Skin Tattoos for Children with Vitiligo ColorGuardian:为白癜风儿童定制皮肤纹身
Muling Huang, Lingyan Zhang, Lijuan Liu, Pinqi Zhu, Chao Zhang, Pitchayapat Sonchaeng, Weiqiang Ying, Pinhao Wang, Yuqi Hu, Fangtian Ying, Cheng Yao
Vitiligo is a common pigmentary skin disorder. Children with vitiligo are likely to have low self-esteem and fear of social communication. The common treatment of vitiligo for children is physiological, rarely in psychological measures. In this paper, we present ColorGuardian, a new and interesting skin tattoo customization system, to relieve the psychological damage caused by vitiligo to children. The system scans the vitiligo area with the Light Detection and Ranging scanner to generate the 3D skin surface model and obtain the white patches image. Users can design their own tattoos or choose recommended designs that are available in the gallery to match up the pattern and the white patches’ shape through the application that is linked to the system. We evaluate our system through a light usability test and semi-structured interview. The results show that ColorGuardian has positive impacts on children by reducing their feelings of inferiority.
白癜风是一种常见的色素性皮肤病。患有白癜风的儿童很可能缺乏自尊,害怕社交。儿童白癜风的常见治疗是生理性的,很少采取心理措施。在本文中,我们提出了ColorGuardian,一个新的有趣的皮肤纹身定制系统,以减轻白癜风对儿童造成的心理伤害。系统利用光探测测距扫描仪对白癜风区域进行扫描,生成三维皮肤表面模型,获得白斑图像。用户可以设计自己的纹身,也可以选择图库中推荐的设计,通过与系统相连的应用程序将图案和白色斑块的形状匹配起来。我们通过简单的可用性测试和半结构化访谈来评估我们的系统。结果表明,ColorGuardian通过减少儿童的自卑感对他们产生了积极的影响。
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引用次数: 2
For God’s sake! Considering Religious Beliefs in HCI Research : A Case of Islamic HCI 看在上帝的份上!基于宗教信仰的HCI研究:以伊斯兰教HCI为例
Samia Ibtasam
HCI community believes in understanding socio-cultural norms and designing for users’ values - both of which can stem from users’ belief systems. Using stories from my research work in an Islamic context, I make a case for how religion can impact HCI research. In particular, I discuss a) the implications of socio-cultural norms and participants’ belief (e.g. hijab or ’veil’) on HCI research in these settings; b) how religion forms users’ individual and collective values and socio-cultural norms that impact users’ understanding, use, or perception of technologies; and c) how our presumptions about a belief system or our value tensions can impact reporting and viewing of such findings. Thus, HCI needs to look beyond engagement with populations to include the belief systems to understand the interpretations, negotiations, and enactments of these values, their implications on our research, and their results.
HCI社区相信理解社会文化规范和为用户价值设计——这两者都可以源于用户的信仰体系。利用我在伊斯兰背景下的研究工作中的故事,我提出了宗教如何影响HCI研究的案例。特别是,我讨论了a)社会文化规范和参与者的信仰(例如头巾或“面纱”)对这些环境中HCI研究的影响;B)宗教如何形成用户的个人和集体价值观以及影响用户对技术的理解、使用或感知的社会文化规范;c)我们对信仰体系的假设或我们的价值紧张会如何影响对这些发现的报道和观察。因此,HCI需要超越与人群的接触,包括信仰体系,以理解这些价值观的解释、谈判和制定,它们对我们的研究的影响,以及它们的结果。
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引用次数: 10
Self-Tracking and Management of Physical Activity Fluctuations: An Investigation into Seasons 身体活动波动的自我跟踪与管理:季节调查
F. Åström, J. Verkade, T. D. Kleijn, A. Karahanoğlu
Many active people experience physical activity (PA) frequency fluctuation over the year and need to overcome several perceived barriers to PA to remain active. This paper mainly addresses one of these barriers, Seasonal Variability, and its adherent influencing factors on PA maintenance, which has received limited attention in previous self-tracking studies. We followed a Research through Design approach to explore the influence of the seasons on people's PA fluctuations. We were inspired by professional athletes’ seasonal training plan approach, and conceptualized Seasons, a PA self-management tool. We used the tool to gather PA maintenance and fluctuation coping strategies from 10 participants. Our results show that experiencing PA fluctuations is commonplace, especially due to weather conditions, as well as unexpected circumstances. Individuals deploy different strategies to overcome these fluctuations. Our findings lead to recommendations for HCI researchers to consider when designing future PA maintenance tools.
许多活跃的人在一年中经历了身体活动(PA)频率的波动,需要克服PA的几个感知障碍来保持活跃。本文主要研究其中一个障碍,即季节变异及其相关的影响因子对PA维持的影响,这在以往的自跟踪研究中很少得到关注。我们采用设计研究的方法来探讨季节对人们PA波动的影响。我们受到专业运动员的季节性训练计划方法的启发,并概念化了Seasons,这是一个PA自我管理工具。我们使用该工具收集了10名参与者的PA维持和波动应对策略。我们的结果表明,经历PA波动是司空见惯的,特别是由于天气条件,以及意外情况。个人采用不同的策略来克服这些波动。我们的研究结果为HCI研究人员在设计未来PA维护工具时提供了建议。
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引用次数: 3
“This Seems to Work”: Designing Technological Systems with The Algorithmic Imaginations of Those Who Labor “这似乎行得通”:用劳动者的算法想象力设计技术系统
L. Cameron, Angèle Christin, M. A. Devito, Tawanna R. Dillahunt, M. C. Elish, Mary L. Gray, Rida Qadri, Noopur Raval, Melissa A. Valentine, E. A. Watkins
Algorithmically mediated systems and tools are used by workers across the globe. Many of these workers are in low-power positions, where they have little leverage to make demands around transparency, explanation, or terms of use, yet, at the same time rely deeply on these systems for many aspects of their jobs. This tension between little power and high reliance drives the production of intensive algorithmic imaginaries, where workers engage in meaning-making to construct understandings of these systems. Yet, there has been little attention paid to the diversity and ingenuity of algorithmic understandings crafted by the workers. In this workshop, our goal is to bring together researchers and practitioners from across disciplines to create a research agenda, compare vocabularies, and discuss methodologies around this form of “folk tradecraft.” This toolkit will help elicit insights into these phenomena and ultimately build mechanisms by which the labor of algorithmic meaning-making can be respected, understood, and leveraged for system design.
全球各地的工人都在使用算法中介的系统和工具。这些员工中的许多人处于权力较低的职位,他们在透明度、解释或使用条款方面几乎没有什么影响力,然而,与此同时,他们在工作的许多方面深深地依赖于这些系统。这种小权力和高依赖之间的紧张关系推动了密集的算法想象的产生,在这种想象中,工人们参与了意义建构,以构建对这些系统的理解。然而,很少有人注意到工人们精心设计的算法理解的多样性和独创性。在这次研讨会上,我们的目标是将来自不同学科的研究人员和实践者聚集在一起,共同制定研究议程,比较词汇,并围绕这种形式的“民间技术”讨论方法。这个工具包将有助于引出对这些现象的见解,并最终构建机制,通过这种机制,算法意义生成的劳动可以得到尊重、理解,并用于系统设计。
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引用次数: 13
SIGCHI Lifetime Practice Award Talk: Usability Barriers and How to Overcome Them SIGCHI终身实践奖演讲:可用性障碍以及如何克服它们
John Richards
How long is a lifetime of practice in human-computer interaction? In my case, it has been 42 years, almost all of that in IBM Research (with a couple of sabbatical years in the then new Watson Group). Having queued up for access to DEC and Prime machines during my PhD work in the mid 70s, I was positively thrilled when, upon arriving at the T.J. Watson Research Center in 1978, I found a dedicated 3277 “green screen” terminal on my desk attached to a 370 mainframe. Hot-rodded with an onboard character buffer and double speed cursor circuitry, I could fly through writing and coding, personally experiencing the productivity benefits of sub-second response time [1]. Beyond some great hardware (for the time), I also had extraordinary colleagues. I imprinted on the working style of John Gould and Stephen Boies as we built the second hardware iteration of what became the world's first commercial voice mail system and its final manifestation as the messaging system for the 1984 Summer Olympics. In this talk I'll share some of the still relevant behavioral principles of system design we learned in the course of that project [2]. Beyond this, I'll review work in early (pre-Web!) Internet access for schools [3], home shopping [4], Web accessibility [5], and programmer productivity in peta-scale scientific computing [6]. Each project will highlight a barrier to building useful and usable systems, barriers that still persist. More importantly, I'll tell you how we overcame those barriers, giving you something that will, perhaps, be useful in your own work.
在人机交互方面,一生的实践有多长?就我而言,我已经工作了42年,几乎所有的时间都在IBM研究院(除了在当时新成立的沃森集团(Watson Group)休息的几年)。在上世纪70年代中期攻读博士学位期间,我一直在排队使用DEC和Prime机器。1978年,当我到达T.J.沃森研究中心(T.J. Watson Research Center)时,我发现桌子上有一台专用的3277“绿屏”终端,连接着一台370大型机,这让我非常兴奋。借助板载字符缓冲器和双速光标电路,我可以快速编写和编码,亲身体验亚秒级响应时间的生产力优势[1]。除了一些出色的硬件(在当时),我还有出色的同事。我在John Gould和Stephen Boies的工作方式上留下了深刻的印象,我们建立了世界上第一个商业语音邮件系统的第二次硬件迭代,并最终体现为1984年夏季奥运会的信息系统。在本次演讲中,我将分享我们在该项目过程中学到的一些与系统设计相关的行为原则[2]。除此之外,我将在早期回顾工作(在web之前!)学校[3]、家庭购物[4]、网络可访问性[5]以及peta级科学计算中的程序员生产力[6]的互联网接入。每个项目都将突出构建有用和可用系统的障碍,这些障碍仍然存在。更重要的是,我会告诉你我们是如何克服这些障碍的,给你一些东西,也许对你自己的工作有用。
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引用次数: 0
Context-Aware Wearables: The Last Thing We Need is a Pandemic of Stray Cats 情境感知可穿戴设备:我们最不需要的就是流浪猫的流行
K. Snooks, Joseph Lindley, Daniel Richards, Roger Whitham
We present Connected Companion (CoCo), a health tracking wearable that provides users with timely, context-relevant notifications aimed at improving wellness. Traditionally, self-tracking wearables report basic health data such as resting heart rate; these data are visualised and positive behaviours (e.g. exercising often) are encouraged with rudimentary gamification (e.g. award badges) and notification systems. CoCo is the first wearable to combine caffeine, alcohol and cortisol sensors, a context network (which predicts user context), and a wellness model (which establishes per-user wellness measures). Working in tandem these provide users with notifications that encourage discrete behaviours intended to optimise user-wellness per very specific biological and social contexts. The paper describes the (sometimes unexpected) results of a user-study intended to evaluate CoCo's efficacy and we conclude with a discussion about the power and responsibility that comes with attempts to build context-aware computing systems.
我们推出了Connected Companion (CoCo),这是一款健康跟踪可穿戴设备,可为用户提供及时的、与环境相关的通知,旨在改善健康状况。传统上,自我追踪的可穿戴设备报告基本的健康数据,如静息心率;这些数据是可视化的,并通过基本的游戏化(如奖励徽章)和通知系统鼓励积极的行为(如经常锻炼)。CoCo是第一款结合了咖啡因、酒精和皮质醇传感器、环境网络(预测用户环境)和健康模型(建立每个用户的健康指标)的可穿戴设备。协同工作,为用户提供通知,鼓励离散行为,旨在根据非常特定的生物和社会环境优化用户健康。本文描述了旨在评估CoCo功效的用户研究的(有时是意想不到的)结果,我们最后讨论了构建上下文感知计算系统所带来的权力和责任。
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引用次数: 0
From the Margins to the Centre: Defining New Mission and Vision for HCI Research in South Asia 从边缘到中心:定义南亚HCI研究的新使命和愿景
Pranjal Jain, Samia Ibtasam, Sumita Sharma, Nilavra Bhattacharya, A. Tuli, Dilrukshi Gamage, D. Jain, Rucha Tulaskar, Priyank Chandra, Lubna Razaq, Rahat Jahangir Rony, D. Padhi, Mohit Jain, S. Shahid, Nova Ahmed, D. Balkrishan, Pushpendra Singh
The past two decades have seen an increase in the amount of research in the CHI community from South Asia with a focus on designing for the unique and diverse socio-cultural, political, infrastructural, and geographical background of the region. However, the studies presented to the CHI community primarily focus on working with and unpacking the regional contextual constraints (of the users and the infrastructures), thus taking a developmental stance. In this online workshop, we aim to broaden the perspective of the CHI research and community towards the contributions from the region including and beyond development, by bringing together researchers, designers, and practitioners working or are interested in working within these regions on diverse topics such as universal education, global healthcare, accessibility, sustainability, and more. Through the workshop discussion, group design activity, and brainstorming, we aim to provide a space for symbiotic knowledge sharing, and defining shared visions and missions for HCI activities in South Asia for including and moving beyond the development agenda.
在过去的二十年中,南亚CHI社区的研究数量有所增加,重点是针对该地区独特和多样化的社会文化、政治、基础设施和地理背景进行设计。然而,提交给CHI社区的研究主要侧重于处理和解开区域上下文限制(用户和基础设施),因此采取了发展立场。在这个在线研讨会上,我们的目标是通过将在这些地区工作或有兴趣在这些地区工作的研究人员、设计师和实践者聚集在一起,就普及教育、全球医疗保健、可及性、可持续性等不同主题开展工作,拓宽CHI研究和社区对该地区贡献的视角,包括发展以外的贡献。通过研讨会讨论、小组设计活动和头脑风暴,我们旨在为共生知识共享提供空间,并为南亚的HCI活动确定共同的愿景和使命,以包括并超越发展议程。
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引用次数: 4
A Texture Superpixel Approach to Semantic Material Classification for Acoustic Geometry Tagging 声学几何标注语义材料分类的纹理超像素方法
M. Colombo, Alan Dolhasz, Carlo Harvey
The current state of audio rendering algorithms allows efficient sound propagation, reflecting realistic acoustic properties of real environments. Among factors affecting realism of acoustic simulations is the mapping between an environment’s geometry, and acoustic information of materials represented. We present a pipeline to infer material characteristics from their visual representations, providing an automated mapping. A trained image classifier estimates semantic material information from textured meshes mapping predicted labels to a database of measured frequency-dependent absorption coefficients; trained on a material image patches generated from superpixels, it produces inference from meshes, decomposing their unwrapped textures. The most frequent label from predicted texture patches determines the acoustic material assigned to the input mesh. We test the pipeline on a real environment, capturing a conference room and reconstructing its geometry from point cloud data. We estimate a Room Impulse Response (RIR) of the virtual environment, which we compare against a measured counterpart.
当前状态的音频渲染算法允许有效的声音传播,反映真实环境的真实声学特性。影响声模拟真实感的因素之一是环境的几何形状与所表示材料的声学信息之间的映射。我们提出了一个管道,从它们的视觉表示中推断材料特征,提供了一个自动映射。经过训练的图像分类器从纹理网格中估计语义材料信息,将预测标签映射到测量频率相关吸收系数的数据库;在由超像素生成的材料图像补丁上进行训练,它从网格中产生推断,分解它们的未包裹纹理。从预测的纹理块中得到的最频繁的标签决定了分配给输入网格的声学材料。我们在一个真实的环境中测试了这个管道,捕捉了一个会议室,并从点云数据中重建了它的几何形状。我们估计了虚拟环境的房间脉冲响应(RIR),并将其与测量的对应物进行比较。
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引用次数: 2
Trash It, Punch It, Burn It – Using Virtual Reality to Support Coping with Negative Thoughts 扔掉它,打它,烧它-使用虚拟现实来支持应对消极的想法
Florian Grieger, Holger Klapperich, Marc Hassenzahl
Negative thoughts are a widespread everyday experience. Failures to appropriately cope with negative thoughts are related to serious mental health issues, such as depression. Consequently, preventive technology-mediated everyday interventions to support coping with negative thoughts are of interest. One promising platform for mental health applications is personalized virtual reality (VR). We developed an explorative VR prototype based on personally relevant textual messages from email, messengers and alike, which trigger negative thoughts. The prototype presented these messages in VR and allowed to physically manipulate them, for example, by physically punching and trashing them. A qualitative empirical exploration (N=10) revealed a general positive shift in thoughts and emotions after using the prototype, mainly in form of increased relaxation and self-reflection. Based on this and further insights, we derive four themes for VR in mental health, touching upon the importance of personalization, immersion and focus, interaction design and embodiment, as well as, integration into everyday life.
消极的想法是一种普遍的日常经历。不能恰当地处理消极的想法与严重的心理健康问题有关,比如抑郁症。因此,预防技术介导的日常干预措施,以支持应对消极的想法是感兴趣的。个性化虚拟现实(VR)是一个很有前途的心理健康应用平台。我们开发了一个探索性的VR原型,基于个人相关的文本信息,来自电子邮件,信使等,这会引发消极的想法。原型机在VR中呈现这些信息,并允许物理操作它们,例如,通过物理击打和丢弃它们。一项定性实证研究(N=10)显示,在使用原型后,思想和情绪总体上发生了积极的转变,主要表现为放松和自我反思的增加。基于这一点和进一步的见解,我们得出了VR在心理健康中的四个主题,涉及个性化、沉浸和专注、交互设计和体现以及融入日常生活的重要性。
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引用次数: 3
A Multichannel Pneumatic Analog Control System for Haptic Displays: Multichannel Pneumatic Analog Control System (MPACS) 触觉显示器的多通道气动模拟控制系统:多通道气动模拟控制系统(MPACS)
Benjamin Stephens-Fripp, A. Israr, Carine Rognon
Soft robotics use in haptic devices continues to grow, with pneumatic control being a common actuation source. Typical control systems used, however, rely on a digital on/off control allowing only inflation/deflation at a set rate. This limits the degrees of freedom available when designing haptic experiences. We present an alternative system to allow the use of analog control of the pneumatic waveform profiles to design and experiment with haptic devices, and to determine the optimum wave profile for the desired experience. Using a combination of off-the-shelf components and a user interface, our system allows for rapid experimentation with various pressure levels, and the ability to control waveform profiles in a common format such as attack-sustain-release. In this paper, we demonstrate that by altering the attack and release profiles we can create a more pleasant pulsing sensation on the wrist, and a more continuous sensation for communicating movement around the wrist.
软机器人在触觉设备中的应用继续增长,气动控制是一种常见的驱动源。然而,使用的典型控制系统依赖于数字开/关控制,只允许以设定的速率膨胀/收缩。这限制了设计触觉体验时的自由度。我们提出了一种替代系统,允许使用模拟控制气动波形剖面来设计和实验触觉设备,并确定理想体验的最佳波形剖面。使用现成的组件和用户界面的组合,我们的系统允许在各种压力水平下进行快速实验,并且能够以通用格式(例如攻击-持续释放)控制波形曲线。在本文中,我们证明,通过改变攻击和释放的轮廓,我们可以在手腕上创造一个更愉快的脉冲感觉,以及一个更连续的感觉来交流手腕周围的运动。
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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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