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Monitoring Cognitive Performance with a Serious Game: A Longitudinal Case Study on Online Cognitive Assessment Using Serious Games 用严肃游戏监测认知表现:使用严肃游戏进行在线认知评估的纵向案例研究
Jacqueline Urakami, Y. Hu, M. Chignell
This case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. This is unfortunate because cognitive assessment is an important tool. In the young it can detect atypical development, and in older people it can detect cognitive decline. For both young and old, cognitive assessments can identify problems and trigger interventions for reducing harms (e.g., adverse reactions to drugs) or providing treatment. Serious games for cognitive assessment can potentially be self-administered and played on an on-going basis so as to track cognitive status over time, something that is not practical with current methods. Inspired by this opportunity the BrainTagger team has developed a suite of cognitive assessment games. Studies are being carried out to assess the validity of these games for measuring the cognitive functions that they target, but those studies don't address the issue of whether people will be willing to play the game repeatedly, without supervision, over an extended period of time. Thus we carried out a longitudinal study with BrainTagger. We report on the logistical challenges of running this study with an international team located in Canada and Japan during the COVID19 pandemic. We also report on how the perceived “fun” of games changed over time. Our games were all versions of Whack-a-mole games, with each game requiring a different cognitive function to distinguish between targets (moles to hit) and distractors (moles to avoid). While the basic Whack-a-mole game is fun to play, having to play the same games again and again over a larger time period appeared to be more challenging than anticipated and motivation and acceptance seemed to gradually decrease over the course of the study. We conclude that addition of gamification features, such as leaderboards and in-game rewards, are needed to sustain enjoyment of our BrainTagger games and likely other games as well.
这个案例研究涉及:严肃游戏的设计和评估;在国际环境中使用纵向研究和远程测试。目前的认知评估方法往往不方便、昂贵且不经常进行。这是不幸的,因为认知评估是一个重要的工具。在年轻人中,它可以检测非典型发育,在老年人中,它可以检测认知能力下降。无论对年轻人还是老年人,认知评估都可以发现问题并触发干预措施,以减少危害(例如,对药物的不良反应)或提供治疗。用于认知评估的严肃游戏可能是自我管理的,可以持续玩下去,从而跟踪一段时间的认知状态,这在当前的方法中是不实用的。受到这个机会的启发,BrainTagger团队开发了一套认知评估游戏。人们正在进行研究,以评估这些游戏的有效性,以衡量它们所针对的认知功能,但这些研究并没有解决人们是否愿意在没有监督的情况下长时间重复玩游戏的问题。因此,我们对BrainTagger进行了纵向研究。我们报告了在covid - 19大流行期间与加拿大和日本的国际团队一起开展这项研究的后勤挑战。我们还报告了游戏的“乐趣”是如何随着时间的推移而变化的。我们的游戏都是各种版本的打地鼠游戏,每个游戏都需要不同的认知功能来区分目标(要击中的鼹鼠)和干扰物(要避开的鼹鼠)。虽然基本的打地鼠游戏很有趣,但在更长的时间里一次又一次地玩同样的游戏似乎比预期的更具挑战性,而且在研究过程中,动机和接受度似乎逐渐下降。我们的结论是,添加游戏化功能(游戏邦注:如排行榜和游戏内奖励)能够维持我们的《BrainTagger》游戏以及其他游戏的乐趣。
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引用次数: 3
Do You Feel Special When an AI Doctor Remembers You? Individuation Effects of AI vs. Human Doctors on User Experience 当一个人工智能医生记得你时,你会觉得很特别吗?人工智能与人类医生对用户体验的个性化影响
Jin Chen, Cheng Chen, J. Walther, S. Sundar
You may feel special and believe that you are getting personalized care when your doctor remembers your name and your unique medical history. But, what if it is an AI doctor and not human? Since AI systems are driven by personalization algorithms, it is possible to design AI doctors that can individuate patients with great precision. Is this appreciated or perceived as eerie and intrusive, thereby negatively affecting doctor-patient interaction? We decided to find out by designing a healthcare chatbot that identified itself as AI, Human, or Human assisted by AI. In a user study assessing Covid-19 risk, participants interacted twice, 10 days apart, with a bot that either individuated them or not. Data show that individuation by an AI doctor lowers patient compliance. Surprisingly, a majority of participants in the human doctor condition thought that they chatted with an AI doctor. Findings provide implications for design of healthcare chat applications.
当你的医生记住你的名字和你独特的病史时,你可能会觉得自己很特别,并相信你正在得到个性化的治疗。但是,如果它是一个人工智能医生而不是人类呢?由于人工智能系统是由个性化算法驱动的,因此有可能设计出能够非常精确地个性化患者的人工智能医生。这是否被认为是怪异和侵扰,从而对医患互动产生负面影响?我们决定通过设计一个医疗保健聊天机器人来找到答案,它将自己定义为人工智能、人类或人工智能辅助下的人类。在一项评估Covid-19风险的用户研究中,参与者与一个机器人进行了两次互动,间隔10天,机器人可以个性化他们,也可以不个性化他们。数据显示,人工智能医生的个性化治疗降低了患者的依从性。令人惊讶的是,在人类医生条件下,大多数参与者认为他们与人工智能医生聊天。研究结果为医疗保健聊天应用程序的设计提供了启示。
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引用次数: 6
The Dark Side of Interaction Design 交互设计的阴暗面
Y. Rogers, M. Brereton, P. Dourish, J. Forlizzi, P. Olivier
This panel will provoke the audience into reflecting on the dark side of interaction design. It will ask what role the HCI community has played in the inception and rise of digital addiction, digital persuasion, data exploitation and dark patterns and what to do about this state of affairs. The panelists will present their views about what we have unleashed. They will examine how ‘stickiness’ came about and how we might give users control over their data that is sucked up in this process. Finally, they will be asked to consider the merits and prospects of an alternative agenda, that pushes for interaction design to be fairer, more ethically-grounded and more transparent, while at the same time addressing head-on the dark side of interaction design.
这个小组将激发观众反思交互设计的阴暗面。它将询问HCI社区在数字成瘾、数字说服、数据利用和黑暗模式的开始和兴起中扮演了什么角色,以及如何应对这种状况。小组成员将阐述他们对我们释放的东西的看法。他们将研究“粘性”是如何产生的,以及我们如何让用户控制他们在这个过程中被吸收的数据。最后,他们将被要求考虑另一个议程的优点和前景,推动交互设计更公平,更有道德基础和更透明,同时正面解决交互设计的阴暗面。
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引用次数: 6
Physiological I/O 生理上的I / O
Pedro Lopes, L. Chuang, P. Maes
Interactive computing systems are able to receive, as inputs, activity generated by the user’s physiology (e.g., skin conductance, heart rate, brain potentials, and so forth). Besides health-related applications, this type of physiological sensing enables systems to infer users’ states (e.g., task engagement, anxiety, workload, and so forth). More recently, a number of techniques emerged that can also stimulate physiological activity (e.g., electrical muscle stimulation, galvanic vestibular stimulation, transcranial stimulation). These can serve as outputs of an interactive system to induce desired behavior in the user. Taken together, we envision systems that will close the loop between physiological input and output—interactive systems able to read and influence the user’s body. To realize this, we propose a Special Interest Group on Physiological I/O that will consolidate successful practices and identify research challenges to address as a community.
交互式计算系统能够接收由用户生理(例如,皮肤电导、心率、脑电位等)产生的活动作为输入。除了与健康相关的应用之外,这种类型的生理感知使系统能够推断用户的状态(例如,任务参与、焦虑、工作量等)。最近,出现了一些可以刺激生理活动的技术(例如,肌肉电刺激、前庭电刺激、经颅刺激)。这些可以作为交互系统的输出,以诱导用户的期望行为。综上所述,我们设想的系统将闭合生理输入和输出之间的回路——能够读取和影响用户身体的交互系统。为了实现这一点,我们提出了一个生理I/O特别兴趣小组,将巩固成功的实践,并确定研究挑战,以解决作为一个社区。
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引用次数: 6
Co-designing Resources for Ethics Education in HCI 人机交互伦理教育资源的协同设计
Ajit G. Pillai, A. B. Kocaballi, T. Leong, R. Calvo, Nassim Parvin, Katie Shilton, Jenny Waycott, Casey Fiesler, John C. Havens, N. Ahmadpour
Due to the evolving nature of technology and its impact on individuals, communities and society, practitioners and designers in Human-Computer Interaction (HCI) are expected to consider ethics in their work. This role has inspired the development of a number of resources for practice, such as tools, frameworks and methods to tackle ethical issues in HCI. But these suffer from low adoption rate potentially because they are not yet part of the standard body of knowledge. To mitigate the issue, we argue that there is an urgent need for ethics education in HCI. Beyond defining ethics, an ethics curriculum must enable practitioners to reflect and allow consideration of intended and unintended consequences of the technologies they create from the ground up, rather than as a fix or an afterthought. In this co-design workshop, we aim to build upon existing practices and knowledge of ethics in HCI and work with the CHI community to enrich ethics curriculum. We will scaffold our collective understandings of the existing resources and create guidelines that support interactive educational experiences to support HCI ethics curriculum.
由于技术的不断发展及其对个人,社区和社会的影响,人机交互(HCI)的从业者和设计师预计将在他们的工作中考虑伦理。这一角色激发了许多实践资源的开发,例如解决HCI中道德问题的工具、框架和方法。但这些技术的采用率可能很低,因为它们还不是标准知识体系的一部分。为了缓解这一问题,我们认为在人力资源管理中迫切需要进行伦理教育。除了定义道德之外,道德课程必须使从业者能够反思并允许考虑他们从头开始创建的技术的预期和意外后果,而不是作为修复或事后的想法。在这个共同设计工作坊中,我们的目标是建立在现有的HCI道德实践和知识的基础上,并与CHI社区合作,丰富道德课程。我们将构建我们对现有资源的集体理解,并创建支持交互式教育体验的指导方针,以支持HCI伦理课程。
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引用次数: 16
Riding the Bus in Los Angeles: Creating Cultural Micro-Exposures via Technology 在洛杉矶乘坐公共汽车:通过技术创造文化的微观暴露
Sarah Cooney
The HCI community has largely failed to serve the millions of people in rural communities in the developed world. In part, I believe this is because our plural values do not match the more traditional, conservative values often found in rural communities. However, these rural communities, and in particular the marginalized populations within them, could greatly benefit from our work. I believe that one way to set the stage for deeper engagement with rural communities is by creating cultural micro-exposures—small brushes with the everyday realities of a culture or lived experience that is different from one’s own—using technology.
HCI社区在很大程度上未能为发达国家农村社区的数百万人提供服务。在某种程度上,我认为这是因为我们的多元价值观与农村社区常见的更传统、更保守的价值观不符。然而,这些农村社区,特别是其中的边缘化人口,可以从我们的工作中大大受益。我认为,为与农村社区进行更深入的接触搭建舞台的一种方法是创造文化微观曝光——用一种文化的日常现实或与自己使用的技术不同的生活经历进行小刷。
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引用次数: 2
Conditioning Gaze-Contingent Systems for the Real World: Insights from a Field Study in the Fast Food Industry 现实世界的条件反射注视-偶然系统:来自快餐行业实地研究的见解
Melanie Heck, Janick Edinger, Christian Becker
Eye tracking can be used to infer what is relevant to a user, and adapt the content and appearance of an application to support the user in their current task. A prerequisite for integrating such adaptive user interfaces into public terminals is robust gaze estimation. Commercial eye trackers are highly accurate, but require prior person-specific calibration and a relatively stable head position. In this paper, we collect data from 26 authentic customers of a fast food restaurant while interacting with a total of 120 products on a self-order terminal. From our observations during the experiment and a qualitative analysis of the collected gaze data, we derive best practice approaches regarding the integration of eye tracking software into self-service systems. We evaluate several implicit calibration strategies that derive the user’s true focus of attention either from the context of the user interface, or from their interaction with the system. Our results show that the original gaze estimates can be visibly improved by taking into account both contextual and interaction-based information.
眼动追踪可以用来推断与用户相关的内容,并调整应用程序的内容和外观,以支持用户当前的任务。将这种自适应用户界面集成到公共终端的先决条件是鲁棒的注视估计。商用眼动仪精度很高,但需要事先对个人进行校准,并且头部位置相对稳定。在本文中,我们收集了一家快餐店的26位真实顾客的数据,同时在自助点餐终端上与总共120种产品进行交互。根据我们在实验中的观察和对收集到的凝视数据的定性分析,我们得出了将眼动追踪软件集成到自助服务系统中的最佳实践方法。我们评估了几种隐含的校准策略,这些策略可以从用户界面的上下文或用户与系统的交互中获得用户真正的关注焦点。我们的研究结果表明,通过考虑上下文和基于交互的信息,可以明显改善原始的凝视估计。
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引用次数: 1
Special Interest Group on Visualization Grammars 可视化语法特别兴趣小组
Xiaoying Pu, M. Kay, S. Drucker, Jeffrey Heer, Dominik Moritz, Arvind Satyanarayan
Visualization grammars, often based on the Grammar of Graphics, are popular choices for specifying expressive visualizations and supporting visualization systems. However, there are still open questions about grammar design and evaluation not well-answered in visualization research. In this SIG, we propose to discuss what makes a grammar “good” and explore evaluation methodologies best suited for visualization grammars.
可视化语法通常基于图形语法,是指定表达性可视化和支持可视化系统的常用选择。然而,在可视化研究中,关于语法设计和评价的问题仍然没有得到很好的回答。在本SIG中,我们建议讨论什么使语法“好”,并探索最适合可视化语法的评估方法。
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引用次数: 7
Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses 社交媒体作为HCI的设计和研究场所:规划机会和展望未来用途
Ferran Altarriba Bertran, Soomin Kim, Minsuk Chang, Ella Dagan, Jared Duval, K. Isbister, Laia Turmo Turmo Vidal
In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.
在本次研讨会中,我们将探索基于社交媒体的HCI设计和研究的新兴方法论空间。我们将聚集来自HCI不同领域的学者和从业者,讨论社交媒体平台如何支持他们的实践。通过简短的演讲、公开讨论和设计主导的活动,我们将研究现有社交媒体平台的可用性,并推测这一方法论领域的未来发展。研讨会的结果将是现有社交媒体平台的交互式数据可视化,它们的主要特征,以及它们对HCI设计和研究的启示。总体而言,我们将开始描述基于社交媒体的HCI设计和研究的方法论空间,为该领域的未来发展奠定基础。
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引用次数: 3
VRFromX: From Scanned Reality to Interactive Virtual Experience with Human-in-the-Loop VRFromX:从扫描现实到人机交互虚拟体验
Ananya Ipsita, Hao Li, Runlin Duan, Yuanzhi Cao, Subramanian Chidambaram, Min Liu, K. Ramani
There is an increasing trend of Virtual-Reality (VR) applications found in education, entertainment, and industry. Many of them utilize real world tools, environments, and interactions as bases for creation. However, creating such applications is tedious, fragmented, and involves expertise in authoring VR using programming and 3D-modelling softwares. This hinders VR adoption by decoupling subject matter experts from the actual process of authoring while increasing cost and time. We present VRFromX, an in-situ Do-It-Yourself (DIY) platform for content creation in VR that allows users to create interactive virtual experiences. Using our system, users can select region(s) of interest (ROI) in scanned point cloud or sketch in mid-air using a brush tool to retrieve virtual models and then attach behavioral properties to them. We ran an exploratory study to evaluate usability of VRFromX and the results demonstrate feasibility of the framework as an authoring tool. Finally, we implemented three possible use-cases to showcase potential applications.
虚拟现实(VR)在教育、娱乐和工业领域的应用呈增长趋势。他们中的许多人利用现实世界的工具、环境和交互作为创作的基础。然而,创建这样的应用程序是乏味的,碎片化的,并且涉及使用编程和3d建模软件创作VR的专业知识。这将主题专家与实际创作过程分离开来,同时增加了成本和时间,从而阻碍了VR的采用。我们介绍VRFromX,一个在VR中进行内容创作的现场DIY (DIY)平台,允许用户创建交互式虚拟体验。使用我们的系统,用户可以在扫描点云中选择感兴趣的区域(ROI)或使用画笔工具在半空中绘制草图来检索虚拟模型,然后将行为属性附加到它们上。我们进行了一项探索性研究来评估VRFromX的可用性,结果证明了该框架作为创作工具的可行性。最后,我们实现了三个可能的用例来展示潜在的应用程序。
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引用次数: 12
期刊
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
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