首页 > 最新文献

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

英文 中文
ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults extiles:一个有形的互动理疗工具包,用于老年人的平衡训练
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441043
Sruti Subramanian, Y. Dahl, B. Vereijken, Dag Svanæs
This study investigates the potential value of tangible interactive technology as a tool for physiotherapists in their work with older adults. The starting point for the investigation was the observation that physiotherapists are bricoleurs—that is, practitioners who are skillful in creatively using the available materials in their environment. We conducted co-design workshops with physiotherapists that informed the development of a prototype toolkit, the ExerTiles, comprising a set of interactive tiles with control components. The toolkit was assessed by seven physiotherapists who created balance training exercises for two older adults each. Post-test interviews revealed that all the physiotherapists were highly positive toward using the ExerTiles as part of their professional work. The following five factors contributed toward the acceptance of ExerTiles by the physiotherapists: tailorability, versatile training, creativity, fun, and portability. Our research indicates that tangible interactive technology has a strong potential to integrate with and add value to physiotherapy practice.
本研究探讨了有形互动技术作为物理治疗师在老年人工作中的工具的潜在价值。调查的出发点是观察到物理治疗师是七巧匠,也就是说,在他们的环境中熟练创造性地使用可用材料的从业者。我们与物理治疗师进行了共同设计研讨会,为原型工具包的开发提供了信息,该工具包由一组带有控制组件的交互式瓷砖组成。该工具包由七名物理治疗师进行评估,他们分别为两名老年人设计了平衡训练练习。测试后的访谈显示,所有的物理治疗师都非常积极地使用exttiles作为他们专业工作的一部分。以下五个因素促成了理疗师对extires的接受:可定制性、多用途训练、创造性、趣味性和便携性。我们的研究表明,有形互动技术具有强大的潜力,可以与物理治疗实践相结合并增加价值。
{"title":"ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults","authors":"Sruti Subramanian, Y. Dahl, B. Vereijken, Dag Svanæs","doi":"10.1145/3441000.3441043","DOIUrl":"https://doi.org/10.1145/3441000.3441043","url":null,"abstract":"This study investigates the potential value of tangible interactive technology as a tool for physiotherapists in their work with older adults. The starting point for the investigation was the observation that physiotherapists are bricoleurs—that is, practitioners who are skillful in creatively using the available materials in their environment. We conducted co-design workshops with physiotherapists that informed the development of a prototype toolkit, the ExerTiles, comprising a set of interactive tiles with control components. The toolkit was assessed by seven physiotherapists who created balance training exercises for two older adults each. Post-test interviews revealed that all the physiotherapists were highly positive toward using the ExerTiles as part of their professional work. The following five factors contributed toward the acceptance of ExerTiles by the physiotherapists: tailorability, versatile training, creativity, fun, and portability. Our research indicates that tangible interactive technology has a strong potential to integrate with and add value to physiotherapy practice.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116367650","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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。
{"title":"Embodying the Emotional Pregnancy: Design Explorations of a Prenatal Yoga Multi-Sensorial Environment","authors":"Ida Kilias Svenningsen, Teresa Almeida","doi":"10.1145/3441000.3441044","DOIUrl":"https://doi.org/10.1145/3441000.3441044","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127001778","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Losing our Place: A Foray into the Attenuated Non-spaces of Groupware and Back Again 失去我们的位置:对群件的衰减非空间的探索和再回来
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441066
V. Weiley
In 1986 four idealistic researchers at XEROX PARC, informally crossing organisational and spatial boundaries, spent two weeks working by video link. As this medium created a new space between them, they called it the Media Space. The field blossomed; within ten years researchers delineated place from space, and later work articulated principles for designing distributed place for collaborative creativity and recognised the Ba-Principle (場) of enabling contexts. In 2020 hundreds of millions of us find ourselves in a prolonged version of the same experiment, but rather than convivial workplaces we observe participants fatigued by bare virtual meeting rooms with ephemeral surfaces, void of boundary objects, only weakly affording ambient presence, staging, social signalling or situated action. By contrasting these observations with known design principles, we reveal which are most lacking in contemporary systems and propose a path back to constructing shared meaning in distributed place.
1986年,施乐帕洛阿尔托研究中心(XEROX PARC)的四位理想主义研究人员,非正式地跨越了组织和空间的界限,花了两周时间通过视频连接进行工作。由于这种媒介在他们之间创造了一个新的空间,他们称之为媒体空间。田野开花了;在十年内,研究人员从空间上描绘了场所,后来的工作阐明了为协作创造力设计分布式场所的原则,并认识到启用上下文的ba原则(Ba-Principle)。到2020年,我们数亿人发现自己处于同一实验的延长版本中,但我们看到的不是欢乐的工作场所,而是裸露的虚拟会议室,这些会议室表面短暂,没有边界物体,只能微弱地提供环境存在,舞台,社会信号或情境行动。通过将这些观察结果与已知的设计原则进行对比,我们揭示了当代系统中最缺乏的部分,并提出了一条在分布式场所中构建共享意义的路径。
{"title":"Losing our Place: A Foray into the Attenuated Non-spaces of Groupware and Back Again","authors":"V. Weiley","doi":"10.1145/3441000.3441066","DOIUrl":"https://doi.org/10.1145/3441000.3441066","url":null,"abstract":"In 1986 four idealistic researchers at XEROX PARC, informally crossing organisational and spatial boundaries, spent two weeks working by video link. As this medium created a new space between them, they called it the Media Space. The field blossomed; within ten years researchers delineated place from space, and later work articulated principles for designing distributed place for collaborative creativity and recognised the Ba-Principle (場) of enabling contexts. In 2020 hundreds of millions of us find ourselves in a prolonged version of the same experiment, but rather than convivial workplaces we observe participants fatigued by bare virtual meeting rooms with ephemeral surfaces, void of boundary objects, only weakly affording ambient presence, staging, social signalling or situated action. By contrasting these observations with known design principles, we reveal which are most lacking in contemporary systems and propose a path back to constructing shared meaning in distributed place.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132463255","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Rent-a-Watt: Rethinking energy use feedback 租一瓦特:重新思考能源使用反馈
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441059
Stephen Snow, Toby Guinea, Alexander Balson, A. Khan, M. Glencross, N. Horrocks
This paper details our journey toward re-imagining eco-feedback at scale. Simple in-home displays are found to offer limited efficacy and become disused, yet it is simply not feasible (or at least politically acceptable) to deploy high quality feature-rich energy feedback to every household in a region. This paper presents Rent-a-Watt, a speculative, rentable, sharing economy-based model of energy use feedback which is envisaged as a means of providing energy literacy at scale. Based on findings from a preliminary field deployment, we identify limits to engagement with smart plug-based feedback and outline avenues for future work, arguing a case for a sharing economy model of energy use feedback and the potential for a marriage of HCI work on energy use feedback with that on user-led thermal performance audits.
本文详细介绍了我们重新构想大规模生态反馈的历程。人们发现,简单的家用显示器的功效有限,而且已经被废弃,然而,在一个地区的每个家庭部署高质量、功能丰富的能源反馈是根本不可行的(或至少在政治上是可以接受的)。本文介绍了Rent-a-Watt,这是一种投机的、可出租的、基于共享经济的能源使用反馈模型,被设想为大规模提供能源知识的一种手段。根据初步现场部署的结果,我们确定了参与基于智能插头的反馈的局限性,并概述了未来工作的途径,论证了能源使用反馈的共享经济模式,以及将HCI工作与用户主导的热性能审计结合起来的潜力。
{"title":"Rent-a-Watt: Rethinking energy use feedback","authors":"Stephen Snow, Toby Guinea, Alexander Balson, A. Khan, M. Glencross, N. Horrocks","doi":"10.1145/3441000.3441059","DOIUrl":"https://doi.org/10.1145/3441000.3441059","url":null,"abstract":"This paper details our journey toward re-imagining eco-feedback at scale. Simple in-home displays are found to offer limited efficacy and become disused, yet it is simply not feasible (or at least politically acceptable) to deploy high quality feature-rich energy feedback to every household in a region. This paper presents Rent-a-Watt, a speculative, rentable, sharing economy-based model of energy use feedback which is envisaged as a means of providing energy literacy at scale. Based on findings from a preliminary field deployment, we identify limits to engagement with smart plug-based feedback and outline avenues for future work, arguing a case for a sharing economy model of energy use feedback and the potential for a marriage of HCI work on energy use feedback with that on user-led thermal performance audits.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133043755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Temporal Impact on Cognitive Distraction Detection for Car Drivers using EEG","authors":"Eike Schneiders, M. B. Kristensen, M. K. Svangren, M. Skov","doi":"10.1145/3441000.3441013","DOIUrl":"https://doi.org/10.1145/3441000.3441013","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113940468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality","authors":"Lingwei Tong, Sungchul Jung, R. Li, R. Lindeman, H. Regenbrecht","doi":"10.1145/3441000.3441063","DOIUrl":"https://doi.org/10.1145/3441000.3441063","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129038399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"A Preliminary Design Vocabulary for Interactive Urban Play: Analysing and Composing Design Configurations for Playful Digital Placemaking","authors":"Louis Chew, L. Loke, L. Hespanhol","doi":"10.1145/3441000.3441064","DOIUrl":"https://doi.org/10.1145/3441000.3441064","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117139085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection","authors":"P. Sweetser, Zane Rogalewicz","doi":"10.1145/3441000.3441050","DOIUrl":"https://doi.org/10.1145/3441000.3441050","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131557013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Worth 1000 Words?: The Influence of Image Versus Text Content on the Book Selection Process","authors":"Huiwen Zhang, Dana Mckay, G. Buchanan","doi":"10.1145/3441000.3441002","DOIUrl":"https://doi.org/10.1145/3441000.3441002","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134429095","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Empowerment Approaches in Digital Civics","authors":"S. Cazacu, N. B. Hansen, B. Schouten","doi":"10.1145/3441000.3441069","DOIUrl":"https://doi.org/10.1145/3441000.3441069","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121919404","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1