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Proceedings of the 32nd Australian Conference on Human-Computer Interaction最新文献

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A Model for Pointing at Targets with Different Clickable and Visual Widths and with Distractors 具有不同可点击宽度和视觉宽度和干扰物的指向目标模型
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441019
Hiroki Usuba, Shota Yamanaka, Homei Miyashita
In this study, we extend Fitts’ law to enable it to predict the movement time of pointing operations in interfaces, such as those in navigation bars whose items have different clickable and visual widths and intervals between a target and distractors. For this, we conduct two experiments to investigate the effects of distractors on pointing operations and how increasing the interval size changes user performance. We find that the movement time is significantly affected by the clickable width and intervals whereas it is only slightly affected by the visual width. Based on the results, we construct a time prediction model for considering the differences between clickable and visual widths and the intervals between a target and distractors. Our model shows a good fit for not only the data of our two experiments but also for those of three previous studies.
在本研究中,我们扩展了Fitts定律,使其能够预测界面中指向操作的移动时间,例如导航栏中的项目具有不同的可点击和视觉宽度以及目标和干扰物之间的间隔。为此,我们进行了两个实验来研究干扰对指向操作的影响,以及增加间隔大小如何改变用户的性能。我们发现移动时间受可点击宽度和间隔的显著影响,而受视觉宽度的影响很小。在此基础上,我们构建了一个考虑可点击宽度和视觉宽度差异以及目标和干扰物之间间隔的时间预测模型。我们的模型不仅可以很好地拟合我们两个实验的数据,而且可以很好地拟合之前三个研究的数据。
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引用次数: 5
Challenges of Deploying VR in Aged Care: A Two-Phase Exploration Study 在老年护理中部署VR的挑战:一个两阶段的探索研究
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441018
Wei Zhao, Steven Baker, Jenny Waycott
While VR has shown benefits such as improving alertness, recalling memories and cognitive training for older adults, it is challenging to deploy it in aged care settings due to the complexity of social care, physical and healthcare needs of the residents. This paper presents a two-phase study that aims to explore the challenges of deploying VR technology in aged care settings. Phase one involved a thematic analysis of video recordings of 14 VR sessions, during which five residents of an aged care facility were invited to experience and interact with VR systems. Phase two aimed to explore the challenges further by analyzing semi-structured interviews with 11 staff members who had experience in coordinating VR activities in aged care homes. The results revealed a range of issues that need to be considered when deploying VR systems in aged care settings, including: usability issues related to VR systems; barriers caused by residents’ mobility constraints; physical discomfort; and challenges in providing guidance and support for residents using VR.
虽然VR已经显示出改善老年人警觉性、回忆记忆和认知训练等好处,但由于社会护理、居民身体和医疗保健需求的复杂性,在老年护理环境中部署它是具有挑战性的。本文提出了一个两阶段的研究,旨在探讨在老年护理环境中部署VR技术的挑战。第一阶段是对14个VR会话的视频记录进行专题分析,在此期间,一家老年护理机构邀请了5名居民体验VR系统并与之互动。第二阶段旨在通过对11名在养老院协调虚拟现实活动的工作人员进行半结构化访谈,进一步探讨挑战。结果揭示了在老年护理环境中部署VR系统时需要考虑的一系列问题,包括:与VR系统相关的可用性问题;居民流动受限造成的障碍;身体不适;以及为居民使用虚拟现实提供指导和支持的挑战。
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引用次数: 8
Embodying the Emotional Pregnancy: Design Explorations of a Prenatal Yoga Multi-Sensorial Environment 体现情感怀孕:产前瑜伽多感官环境的设计探索
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441044
Ida Kilias Svenningsen, Teresa Almeida
This paper introduces the design explorations of a multi-sensorial environment focused on emotional pregnancy. We define emotional pregnancy as the psychological and mental reactions to the transitional experiences towards motherhood/becoming a parent. We draw from insights into pregnant women's experiences and expert knowledge shared by midwives and doula to develop a sensorial experience and toolkit that combine affirmations, light, sound, movements and journaling. This is deployed within the context of a prenatal yoga setting with three women at different stages in their pregnancy. We offer insights into how a multi-sensorial approach to designing for the wholeness of pregnancy can support and empower women in their experiences of pregnancy, expand on societal understandings and foster the value of emotions during this time.
本文介绍了以情感怀孕为主题的多感官环境的设计探索。我们将情感怀孕定义为对母亲/成为父母的过渡经历的心理和精神反应。我们从助产士和导乐分享的孕妇经验和专业知识中汲取见解,开发了一种结合肯定,光,声音,动作和日志的感官体验和工具包。这是在产前瑜伽设置的背景下部署的三个妇女在怀孕的不同阶段。我们提供的见解是,如何用多感官的方法来设计怀孕的整体性,可以支持和赋予妇女怀孕的经历,扩大社会的理解,并在此期间培养情感的价值。
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引用次数: 2
Storytelling Before or After Prototyping with a Toolkit for Designing Classroom Robots 用设计课堂机器人的工具包在原型制作之前或之后讲故事
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441010
Güncel Kirlangiç, M. Obaid, A. Yantaç
Storytelling is an effective approach that is used in interaction design to help align users’ needs throughout the design process. In this paper, we utilize a storytelling approach with hands-on design toolkit activities to investigate how the experimental order effect can have an impact on the overall outcomes. In particular, we focus on a robotic design toolkit that aims to involve children in the process of designing assistant classroom robotic artifacts. We report the findings of a study conducted with 28 children that designed their own classroom robotic assistance using the toolkit before and after storytelling. We conclude the paper with discussion on the order effect and design findings. This paper aims to contribute to the literature with insights on how to implement storytelling along with a prototyping toolkit; approaches that are highly valued in interaction design research and practice recently.
在交互设计中,讲故事是一种有效的方法,可以在整个设计过程中帮助协调用户的需求。在本文中,我们利用讲故事的方法与动手设计工具包活动来调查实验顺序效应如何对总体结果产生影响。特别地,我们专注于一个机器人设计工具包,旨在让孩子们参与设计辅助教室机器人人工制品的过程。我们报告了一项对28名儿童进行的研究的结果,这些儿童在讲故事之前和之后使用工具包设计了他们自己的教室机器人辅助。最后讨论了序效应和设计发现。这篇文章的目的是提供关于如何将故事叙述与原型工具包结合在一起的见解;最近在交互设计研究和实践中受到高度重视的方法。
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引用次数: 1
Temporal Impact on Cognitive Distraction Detection for Car Drivers using EEG 脑电对汽车驾驶员认知分心检测的时间影响
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441013
Eike Schneiders, M. B. Kristensen, M. K. Svangren, M. Skov
Electroencephalography (EEG) has the potential to measure a person’s cognitive state, however, we still only have limited knowledge about how well-suited EEG is for recognising cognitive distraction while driving. In this paper, we present DeCiDED, a system that uses EEG in combination with machine learning to detect cognitive distraction in car drivers. Through DeCiDED, we investigate the temporal impact, of the time between the collection of training and evaluation data, and the detection accuracy for cognitive distraction. Our results indicate, that DeCiDED can recognise cognitive distraction with high accuracy when training and evaluation data are originating from the same driving session. Further, we identify a temporal impact, resulting in reduced classification accuracy, of an increased time-span between different drives on the detection accuracy. Finally, we discuss our findings on cognitive attention recognition using EEG how to complement it to categorise different types of distractions.
脑电图(EEG)有可能测量一个人的认知状态,然而,我们对脑电图在识别驾驶时的认知分心方面的适用程度仍然有限。在本文中,我们提出了decision,这是一个使用脑电图与机器学习相结合来检测汽车驾驶员认知分心的系统。通过decision,我们研究了训练和评估数据收集之间的时间间隔对认知分心检测准确性的时间影响。我们的研究结果表明,当训练和评估数据来自同一驾驶时段时,decision能够以较高的准确率识别认知分心。此外,我们确定了不同驱动器之间增加的时间跨度对检测精度的时间影响,导致分类精度降低。最后,我们讨论了利用脑电图进行认知注意识别的研究结果,以及如何对不同类型的干扰进行分类。
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引用次数: 4
Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality 动作单元:探索使用导演线索与旋转椅虚拟现实有效地讲故事
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441063
Lingwei Tong, Sungchul Jung, R. Li, R. Lindeman, H. Regenbrecht
The popularity of 360-degree video storytelling has been increasing. However, effectively guiding viewer’s attention remains challenging. In this paper, we propose the notion of Action Units (AU) as a guidance method. It aims to improve the user experience of 360-degree video for seated viewers with swivel chairs, as we call “Swivel-chair VR”. We first conducted a pilot study with four subject-matter experts to verify the practicality of AU. We then conducted a formal user study to compare the AU with two commonly used attention guidance techniques, namely “Pointing Arrow” (PA) and “Angular Shift” (AS), as well as the baseline without any guidance (BK). We applied them to a virtual tour and measured their effects on engagement, enjoyment, memory, viewers behaviors, and cybersickness. The results indicated that AU is an effective guidance as it increased the levels of engagement and enjoyment, reduced the level of cybersickness and helped users focus on target faster. Users also preferred AU for its diegetic aspects.
360度视频叙事越来越受欢迎。然而,有效地引导观众的注意力仍然是一个挑战。本文提出了行动单元(AU)的概念作为指导方法。它旨在为坐着的观众改善360度视频的用户体验,我们称之为“旋转椅VR”。我们首先与四位主题专家进行了一项试点研究,以验证非盟的实用性。然后,我们进行了一项正式的用户研究,将AU与两种常用的注意力引导技术,即“指向箭头”(PA)和“角度移位”(AS),以及没有任何指导的基线(BK)进行比较。我们将它们应用于虚拟之旅,并测量它们对参与度、乐趣、记忆、观众行为和晕屏的影响。结果表明,AU是一种有效的指导,因为它增加了用户的参与度和乐趣,减少了晕屏的程度,帮助用户更快地专注于目标。用户还喜欢《AU》的叙事方面。
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引用次数: 5
A Preliminary Design Vocabulary for Interactive Urban Play: Analysing and Composing Design Configurations for Playful Digital Placemaking 交互式城市游戏的初步设计词汇:分析和构成有趣的数字场所的设计配置
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441064
Louis Chew, L. Loke, L. Hespanhol
In the contemporary re-configuration of cities, interactive technology has become a prevailing enabler of play in shared spaces. It expands the physical and social affordances of the urban environment and provides new means to facilitate playful activities for the general public. Despite a wealth of scholarly and practice work, most of the existing literature lacks systematic consideration of interactive technology implementation combined with the rethinking of urban affordances as a strategy for playful digital placemaking. Through the analysis of literature and design precedents, we put forward a definition for the concept of interactive urban play, and a set of design configuration types that surfaced from recurring properties. We propose a preliminary design vocabulary based on the analysis to help think through potential configurations for interactive urban play ideas and solutions.
在当代城市的重新配置中,互动技术已经成为共享空间中游戏的主要促成因素。它扩展了城市环境的物理和社会功能,并为公众提供了促进娱乐活动的新手段。尽管有大量的学术和实践工作,但大多数现有文献缺乏对交互式技术实施的系统考虑,并将城市环境作为一种有趣的数字场所创造策略进行重新思考。通过对文献和设计先例的分析,我们提出了交互式城市游戏概念的定义,并提出了一套从循环属性中浮现出来的设计配置类型。我们在分析的基础上提出了一个初步的设计词汇表,以帮助思考互动城市游戏理念和解决方案的潜在配置。
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引用次数: 2
Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection 在VR游戏中提供乐趣:可能性,陷阱和完美
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441050
P. Sweetser, Zane Rogalewicz
In this paper, we present research that aims to understand affordances and inhibitors of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR and non-VR versions of the same games to identify differences in enjoyment in VR games. Our approach involves conducting qualitative analysis on video game reviews, using GameFlow as a theoretical foundation. We report on our analysis of the games Superhot and Skyrim. We find that affordances are largely consistent between VR and non-VR versions of the same games, with a few key differences related to Feedback, Control, Player Skills, and Immersion. We conclude that GameFlow is applicable to VR games, with the addition of a Comfort element to describe player comfort while playing.
在本文中,我们提出的研究旨在了解虚拟现实(VR)视频游戏中享受的支持和抑制因素。我们运用GameFlow模型来分析同一款游戏的VR和非VR版本,以识别VR游戏中的乐趣差异。我们的方法是使用GameFlow作为理论基础,对电子游戏评论进行定性分析。我们将对《Superhot》和《天际》进行分析。我们发现,同一款游戏的VR和非VR版本之间的可视性基本一致,只是在反馈、控制、玩家技能和沉浸感方面存在一些关键差异。我们得出的结论是,GameFlow适用于VR游戏,它添加了一个舒适度元素来描述玩家在玩游戏时的舒适度。
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引用次数: 5
Worth 1000 Words?: The Influence of Image Versus Text Content on the Book Selection Process 价值1000字?图片与文字内容对图书选择过程的影响
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441002
Huiwen Zhang, Dana Mckay, G. Buchanan
Following the rise of the electronic book, how readers interact with books and ebooks to choose what to read, has been a growing topic of interest in human-computer interaction. This paper presents a three-step investigation into book selection processes in bookstores, that includes observations and interviews. We examine differences between reader behaviour in two broad types of books: text-focussed and image-rich. The findings reveal that users examine common facets of the different types of book in different ways, and that the selection processes for the two types follow different sequences. While similarities and common factors exist, user behaviour is fundamentally different. Previews of digital books can benefit from this insight to create different presentations to glimpse text-focussed or image-rich ebooks.
随着电子书的兴起,读者如何与书籍和电子书互动来选择阅读的内容,已经成为人机交互领域一个越来越受关注的话题。本文提出了对书店选书过程的三步调查,包括观察和访谈。我们研究了两种广泛类型的书籍中读者行为的差异:文本集中和图像丰富。研究结果表明,用户以不同的方式检查不同类型书籍的共同方面,并且两种类型的选择过程遵循不同的顺序。虽然存在相似之处和共同因素,但用户行为却截然不同。电子书的预览可以从这种洞察力中受益,以创建不同的演示来浏览以文本为中心或图像丰富的电子书。
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引用次数: 2
Empowerment Approaches in Digital Civics 数字公民赋权方法
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441069
S. Cazacu, N. B. Hansen, B. Schouten
The pace and magnitude of recent advancements in digital technologies have set the scene for a complete transformation of our citizenship experience. In the past, HCI research has been concerned with aligning technological progress with top-down organizational models of government institutions or exploring the needs of individual bottom-up community initiatives. However, this approach has proved too rigid for systemic issues and HCI researchers have started to meet these wicked problems halfway, rather than from two opposing sides. This involves putting emphasis on how citizens and organizations can incorporate existing technologies and involve dialogue and co-creation in their process. In this paper we highlight several directions of HCI research that follow the trail towards civic empowerment. Based on these, we identify a set of strategies that might help researchers contribute to a more inclusive orientation of civic tech.
最近数字技术进步的速度和规模已经为我们的公民体验的彻底转变奠定了基础。过去,HCI研究关注的是将技术进步与自上而下的政府机构组织模式相结合,或探索个人自下而上的社区倡议的需求。然而,事实证明,这种方法对于系统问题过于僵化,HCI研究人员已经开始在这些棘手的问题上妥协,而不是从两个相反的角度出发。这包括强调公民和组织如何将现有技术纳入其中,并在其过程中进行对话和共同创造。在本文中,我们强调了沿着公民赋权的道路进行的HCI研究的几个方向。在此基础上,我们确定了一套策略,可以帮助研究人员为公民技术的更具包容性的方向做出贡献。
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引用次数: 14
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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