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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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LEGOWorld: Repurposing Commodity Tools & Technologies to Create an Accessible and Customizable Programming Environment 乐高世界:重新利用商品工具和技术来创建一个可访问和可定制的编程环境
Gonçalo Cardoso, A. Pires, L. Abreu, Filipa Rocha, Tiago Guerreiro
We explore how commodity objects and technologies can be repurposed to provide a multimodal programming environment that is accessible to children with visual impairments, flexible, and scalable to a variety of programming challenges. Our approach resorts to four main components: 1) a LEGO base plate where LEGO blocks can be assembled to create maps, which is flexible and robust for tactile recognition; 2) a tangible programming area where LEGOs, with 3D printed caps enriched with tactile icons, can be assembled to create a program; 3) alternatively, the program can be created through a voice dialogue; and 4) a low-cost OzoBot Bit. A preliminary study with educators suggests that the approach could be useful to a variety of developmental stages, is accessible and stimulating, and promising for CT training.
我们探索了商品对象和技术如何被重新利用,以提供一个多模态编程环境,这个环境对有视觉障碍的儿童来说是可访问的,灵活的,并可扩展到各种编程挑战。我们的方法有四个主要组成部分:1)一个乐高底板,乐高积木可以组装成地图,这是灵活和强大的触觉识别;2)一个有形的编程区,在那里可以组装乐高积木,3D打印的盖子上有丰富的触觉图标,可以创建一个程序;3)或者,可以通过语音对话创建程序;4)低成本的OzoBot Bit。一项与教育工作者进行的初步研究表明,该方法可用于各种发展阶段,易于使用且具有刺激性,并且有望用于CT培训。
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引用次数: 7
VRtangibles: Assisting Children in Creating Virtual Scenes using Tangible Objects and Touch Input VRtangibles:帮助儿童使用有形物体和触摸输入创建虚拟场景
A. Matviienko, M. Langer, Florian Müller, Martin Schmitz, Max Mühlhäuser
Children are increasingly exposed to virtual reality (VR) technology as end-users. However, they miss an opportunity to become active creators due to the barrier of insufficient technical background. Creating scenes in VR requires considerable programming knowledge and excludes non-tech-savvy users, e.g., school children. In this paper, we showcase a system called VRtangibles, which combines tangible objects and touch input to create virtual scenes without programming. With VRtangibles, we aim to engage children in the active creation of virtual scenes via playful hands-on activities. From the lab study with six school children, we discovered that the majority of children were successful in creating virtual scenes using VRtangibles and found it engaging and fun to use.
儿童作为终端用户越来越多地接触到虚拟现实(VR)技术。然而,由于技术背景不足的障碍,他们错过了成为积极创造者的机会。在VR中创建场景需要相当多的编程知识,并且不包括非技术娴熟的用户,例如学童。在本文中,我们展示了一个名为VRtangibles的系统,该系统将有形物体和触摸输入相结合,无需编程即可创建虚拟场景。通过vrtangible,我们的目标是通过有趣的动手活动让孩子们参与到虚拟场景的积极创造中。通过对六名学生的实验室研究,我们发现大多数孩子都能成功地使用虚拟现实创造虚拟场景,并发现使用它很有趣。
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引用次数: 2
Integrating Usability Testing into the Design and Development of Data Dissemination Platform for U.S. Official Statistics 将可用性测试整合到美国官方统计数据发布平台的设计与开发中
Lin Wang, Z. Whitman, E. Olmsted-Hawala, R. Chestnut
The U.S. Census Bureau serves as the leading source of statistical data about the nation's people and economy, and has the responsibility of disseminating the data for public use. To accomplish this mission, an initiative was undertaken to develop a platform that makes the data easier to find, use, and access the official statistical data effectively and efficiently. In this paper, we will describe a human-centered approach to designing and developing the platform, in particular, the process of incremental improvement in search functionality and search results presentation through usability evaluation. The process involves user research, expert review of design concept, low-fidelity wireframe usability testing, high-fidelity usability evaluation, and collaboration between the government agency and academic institutions. Our progress made so far in this project demonstrates the soundness of this human-centered approach.
美国人口普查局是美国人口和经济统计数据的主要来源,负责向公众传播这些数据。为了完成这项任务,采取了一项倡议,开发一个平台,使数据更容易有效和高效地查找、使用和访问官方统计数据。在本文中,我们将描述一种以人为中心的设计和开发平台的方法,特别是通过可用性评估来逐步改进搜索功能和搜索结果呈现的过程。这个过程包括用户研究、设计概念的专家评审、低保真线框可用性测试、高保真可用性评估,以及政府机构和学术机构之间的合作。到目前为止,我们在这个项目中取得的进展证明了这种以人为本的方法的合理性。
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引用次数: 1
Calling for a Plurality of Perspectives on Design Futuring: An Un-Manifesto 呼吁设计未来的多元视角:一份非宣言
Noura Howell, B. Schulte, A. Holroyd, Rocío Fatás Arana, Sumita Sharma, G. Eden
The Futures Cone, a prominent model in design futuring, is useful for promoting discussions about possible, plausible, probable, and preferable futures. Yet this model has limitations, such as representing diverse human experiences as a singular point of “the present” and implicitly embedding notions of linear progress. Responding to this, we argue that a plurality of perspectives is needed to engage imaginations that depict a diverse unfolding of potential futures. Through reflecting on our own cultural and professional backgrounds, we offer five perspectives for design futuring as a contribution to this plurality: Parallel Presents, “I Am Time”, Epithelial Metaphors, the Uncertainties Cone, and Meet (with) “Speculation”. These perspectives open alternative approaches to design futuring, move outside prevalent notions of technological progress, and foreground interdependent, relational agencies.
未来锥是设计未来的一个重要模型,它有助于促进关于可能的、合理的、可能的和更可取的未来的讨论。然而,这个模型也有局限性,比如将不同的人类经历表示为“现在”的一个单一点,并隐含地嵌入线性进步的概念。对此,我们认为,需要多种视角来参与描绘潜在未来的多样化展开的想象。通过反思我们自己的文化和专业背景,我们提出了五种设计未来的观点,作为对这种多元化的贡献:平行呈现,“我是时间”,上皮隐喻,不确定性锥体和满足(与)“猜测”。这些观点打开了设计未来的替代方法,超越了流行的技术进步概念,并展望了相互依赖的关系机构。
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引用次数: 17
Guidelines for Developing the VR Program in Residential Aged Care: A Preliminary Study from Staff Members’ Perspective 安老院舍发展虚拟现实计划指引:从员工角度的初步研究
Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott
Despite there being evident benefits of using virtual reality (VR) in aged care, it is not yet widely used in residential aged care homes. One factor that may contribute to this is the willingness of staff to use VR as part of the social program offered in aged care homes. Therefore, we need to understand staff perceptions of VR programs, especially suggestions for improvement. In an analysis of responses from 10 staff working in residential aged care (also known as nursing homes), we found that staff have concerns about the suitability of VR for older people with cognitive impairments and mobility restrictions. Many older adults living in aged care have these conditions. Our findings suggest that providing staff with training on how to facilitate various kinds of valuable VR experiences and providing a clear picture of its benefits and drawbacks will help to make it suitable for people living in aged care. Furthermore, there should be greater investment in technological infrastructure and co-design of VR in aged care.
尽管在老年护理中使用虚拟现实(VR)有明显的好处,但它尚未广泛应用于住宅养老院。其中一个因素可能是员工愿意将VR作为养老院提供的社会项目的一部分。因此,我们需要了解员工对VR项目的看法,特别是改进建议。在对10名养老院工作人员的回应进行分析后,我们发现工作人员对VR是否适合有认知障碍和行动不便的老年人感到担忧。许多生活在老年护理机构的老年人都有这些情况。我们的研究结果表明,为员工提供培训,让他们了解如何促进各种有价值的虚拟现实体验,并清楚地了解其优点和缺点,将有助于使其适合老年人。此外,应该加大对技术基础设施的投资,并在老年护理中共同设计VR。
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引用次数: 6
A Grammar of Digital Fabrication Machines 数字制造机器语法
Jasper Tran O'Leary, Khang-Soo Lee, Nadya Peek
Digital fabrication tools for makers have increased access to manufacturing processes such as 3D printing and computer-controlled laser cutting or milling. Despite research advances in novel hardware and software tools for fabrication tasks, there is no formal way to reason about the fabrication machine itself. There is no standard format for representing the high-level features of machines and trade-offs between them; instead, this important information is relegated to folk knowledge. To make machine information explicit, we present Taxon, a machine specification language broad enough to represent many machines, while also allowing for enough expressivity to meaningfully compare and infer performance. We describe and detail the motivation behind the design of Taxon, as well as how Taxon programs compile to a simulation of physical machines. We discuss opportunities for future work in digital fabrication that requires a standard, formalized representation of machines.
为制造商提供的数字制造工具增加了3D打印和计算机控制的激光切割或铣削等制造工艺的机会。尽管用于制造任务的新型硬件和软件工具的研究取得了进展,但没有正式的方法来对制造机器本身进行推理。没有标准的格式来表示机器的高级特性和它们之间的权衡;相反,这些重要的信息被归入民间知识。为了使机器信息显式,我们提出了Taxon,这是一种机器规范语言,足够广泛,可以表示许多机器,同时也允许足够的表达能力来有意义地比较和推断性能。我们详细描述了Taxon设计背后的动机,以及Taxon程序如何编译成物理机器的模拟。我们讨论了未来数字制造工作的机会,这需要一个标准的、形式化的机器表示。
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引用次数: 9
Counterspace Games for BIWOC STEM Students BIWOC STEM学生对抗空间游戏
Erica Principe Cruz, Nalyn Sriwattanakomen, Jessica Hammer, Geoff F. Kaufman
Black, Indigenous, and other Women of Color (BIWOC) studying STEM are underrepresented in STEM and subject to its “chilly” climate; it is unsurprising that BIWOC STEM students report weaker senses of belonging and higher rates of attrition. Counterspaces, or spaces for mutual support for BIWOC at the margins of STEM, have long combated dominant STEM culture to support BIWOC to thrive and persist in STEM. Digital game design and playful interactions to counter oppression can be leveraged to create digital games that function as counterspaces for BIWOC STEM students to playfully cultivate their belonging and persistence. Our exploratory game design research aims to co-design counterspaces games with BIWOC STEM students, and here we present our initial focus group designs centered on exploring existing BIWOC counterspace practices, preliminary data and insights, and promising directions for developing game design strategies to support BIWOC belonging and persistence in STEM.
学习STEM的黑人、土著和其他有色人种女性(BIWOC)在STEM中的代表性不足,并且受到其“寒冷”气候的影响;毫不奇怪,BIWOC STEM学生的归属感较弱,流失率较高。对抗空间,即在STEM边缘为BIWOC提供相互支持的空间,长期以来一直在与占主导地位的STEM文化作斗争,以支持BIWOC在STEM中茁壮成长并坚持下去。数字游戏设计和对抗压迫的有趣互动可以用来创造数字游戏,作为BIWOC STEM学生的抗衡空间,以有趣的方式培养他们的归属感和毅力。我们的探索性游戏设计研究旨在与BIWOC STEM学生共同设计对抗空间游戏,在这里我们展示了我们最初的焦点小组设计,重点是探索现有的BIWOC对抗空间实践,初步数据和见解,以及开发游戏设计策略的有希望的方向,以支持BIWOC在STEM中的归属和持久性。
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引用次数: 8
Inbodied Interaction 102: Exploring Neuro-Physio Pathways for Self-Tuning 内在互动102:探索自我调谐的神经物理途径
M. Schraefel, Josh Andrés, Aaron Tabor
In Inbodied Interaction 101, we considered the Physiology and Anatomy of the body via three associated interactions that reflect an inbodied state: 1. inbodied adaptation in response to the in5 and C4 over Time and Context in order to maintain 2. homeostasis via 3. metabolism. We called this adaptation process “tuning.” In 102 we build on this foundation to consider the physiology tuning. In particular we will look at a series of inbodied interactions: the neuro-endocrine system interaction with the organ systems that cue adaptive responses from genetic signals to fat metabolism; the autonomic nervous system and the limbic system's interactions that affect volitional/non-volitional interaction. We will introduce the components of the brainstem, basal nuclei and cerebellum that support interoception around self-Tuning. Within this framing, we will look at the strengths and limits of non-invasive measures of these processes (eg, HRV, EEG, blood oxygen saturation, qualitative responses). Outcomes will familiarity with how we function as inbodied complex systems, with worked examples of how the physiology of tuning can be translated into interactive designs to support health, wellbeing, performance in new ways.
在《内在互动101》中,我们通过三种反映内在状态的相关互动来考虑身体的生理和解剖学:随着时间和环境的变化,对in5和C4的体内适应,以维持2。体内平衡通过3。新陈代谢。我们把这种适应过程称为“调整”。在102中,我们在此基础上考虑生理调谐。我们将特别关注一系列体内相互作用:神经内分泌系统与器官系统的相互作用,这些器官系统提示从遗传信号到脂肪代谢的适应性反应;自主神经系统和边缘系统的相互作用影响意志/非意志的相互作用。我们将介绍脑干、基底核和小脑中支持自我调谐的内感受的组成部分。在此框架内,我们将研究这些过程的非侵入性测量的优势和局限性(例如,心率波动、脑电图、血氧饱和度、定性反应)。结果将熟悉我们如何作为一个内在的复杂系统运作,以及如何将生理调节转化为互动设计的工作实例,以新的方式支持健康、幸福和表现。
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引用次数: 1
Towards On-the-wall Tangible Interaction: Using Walls as Interactive, Dynamic, and Responsive User Interface 走向墙上的有形交互:使用墙壁作为交互式、动态和响应式的用户界面
Zeyu Yan, Anup Sathya, P. Carvalho, Yongquan Hu, Annan Li, Huaishu Peng
This paper presents our vision of on-the-wall tangible interaction. We envision a future where tangible interaction can be extended from conventional horizontal surfaces to vertical surfaces; indoor vertical areas such as walls, windows, and ceilings can be used for dynamic and direct physical manipulation. We first discuss the unique properties that vertical surfaces may offer for tangible interaction and the interaction scenarios they imbue. We then propose two potential paths for realizing on-the-wall interaction and the technical challenges we face. We follow with one prototype called Climbot. We showcase how Climbot can be used as an on-the-wall tangible user interface for dynamic lighting and as a wall switch controller. We conclude with a discussion of future work.
本文提出了我们对墙上有形互动的设想。我们设想未来,有形的互动可以从传统的水平表面扩展到垂直表面;室内垂直区域,如墙壁、窗户和天花板,可用于动态和直接的物理操作。我们首先讨论垂直表面可能为有形交互提供的独特属性以及它们所包含的交互场景。然后,我们提出了实现墙上交互和我们面临的技术挑战的两种潜在途径。我们用了一个叫Climbot的原型。我们展示了如何将Climbot用作动态照明的墙上有形用户界面和墙壁开关控制器。最后,我们讨论了未来的工作。
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引用次数: 4
A Hybrid Multi-Modal System for Conducting Virtual Workshops Using Interactive Voice Response and the WhatsApp Business API 使用交互式语音响应和WhatsApp商业API进行虚拟研讨会的混合多模态系统
Vishnu Prasad, Richard Shallam, Alok Sharma, Delvin Varghese, Devansh Mehta
Abstract: Interactive voice response (IVR) forums such as CGNet Swara and Avaaj Otalo have played a pivotal role in empowering marginalised communities by providing an avenue to make their voice heard through simple phone calls. At the same time, growing internet penetration and affordable data plans are altering the ways in which rural Indian communities access and consume information. Within the context of a shift from voice to richer content environments, we present the design of a multi-modal awareness generation and data collection platform built around IVR and the WhatsApp Business API. This model was deployed for delivering virtual training modules to cotton farmers in rural Maharashtra. During the 27 day deployment, 176 people participated in the intervention, out of which 122 and 54 attempted the modules on IVR and WhatsApp, respectively. In this paper, we highlight some of the interesting findings and lessons learnt during the intervention.
摘要:交互式语音应答(IVR)论坛,如CGNet Swara和Avaaj Otalo,为边缘化社区提供了一个通过简单的电话发出自己声音的途径,在赋权方面发挥了关键作用。与此同时,不断增长的互联网普及率和可负担的数据计划正在改变印度农村社区获取和消费信息的方式。在从语音到更丰富的内容环境转变的背景下,我们提出了围绕IVR和WhatsApp Business API构建的多模态感知生成和数据收集平台的设计。该模型用于向马哈拉施特拉邦农村的棉农提供虚拟培训模块。在27天的部署中,176人参与了干预,其中122人和54人分别尝试了IVR和WhatsApp上的模块。在本文中,我们重点介绍了干预期间的一些有趣的发现和经验教训。
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引用次数: 1
期刊
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
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