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

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Designing Tangible Interactions with Children for Pre-school Music Education 设计与儿童的有形互动学前音乐教育
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441023
Leyi Ouyang, Bernd Ploderer, Peta Wyeth, Xiao-xuan Wang, R. Brown
This paper describes the design and evaluation of two tangible interaction designs with children aged from three to five years in a pre-school setting. Our aim was to support early music education, especially rhythm, pitch, dynamic and expression practice. Over 10 weeks we conducted cooperative inquiry workshops with 12 children in a pre-school setting which have led to “Music Jars” and “Pass the Parcel”: two tangible designs that combine digital technology and everyday objects to engage children in learning music. Children were invited to share design ideas and their experience with these designs. The results show that curiosity, fantasy, and fellowship are important to design technologies for playful learning with young children.
本文描述了两个有形的交互设计的设计和评估与儿童年龄从三到五岁的学前设置。我们的目标是支持早期音乐教育,特别是节奏,音高,动态和表达练习。在10周的时间里,我们与12名学龄前儿童进行了合作探究研讨会,产生了“音乐罐”和“传递包裹”:两个结合了数字技术和日常物品的有形设计,让孩子们参与到音乐学习中来。孩子们被邀请分享设计理念和他们的设计经验。研究结果表明,好奇心、幻想和友谊对于设计儿童玩耍学习的技术很重要。
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引用次数: 0
Generative Audio and Real-Time Soundtrack Synthesis in Gaming Environments: An exploration of how dynamically rendered soundtracks can introduce new artistic sound design opportunities and enhance the immersion of interactive audio spaces. 游戏环境中的生成音频和实时配乐合成:探索动态渲染音轨如何引入新的艺术声音设计机会并增强交互式音频空间的沉浸感。
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441075
Cameron Bossalini, W. Raffe, J. Garcia
An important yet oft-overlooked front in the scope of interactive media, audio technologies have remained relatively stagnant compared to groundbreaking advancements made in fields such as visual fidelity and virtual reality. This paper explores the use of generative audio within a gaming environment, examining how dynamically-rendered audio can modify the creative pipeline, offer greater flexibility for audio designers, and improve the overall immersion of games and interactive media. A prototype generative audio engine is created, allowing for various musical parameters like tempo and pitch to be changed at runtime. Additionally, bidirectional linking between gameplay and music is explored, allowing player inputs to influence the soundtrack and the soundtrack to trigger or quantize player inputs. The final result, while somewhat limited in scope, demonstrates the potential of partially generative soundtracks to provide greater variety and freedom for audio engineers.
与视觉保真度和虚拟现实等领域取得的突破性进展相比,音频技术在互动媒体领域中是一个重要但经常被忽视的前沿,但它仍然相对停滞不前。本文探讨了在游戏环境中使用生成音频,分析了动态渲染音频如何修改创意管道,为音频设计师提供更大的灵活性,并提高游戏和互动媒体的整体沉浸感。我们创造了一个原型生成音频引擎,允许在运行时改变节奏和音调等各种音乐参数。此外,游戏玩法和音乐之间的双向联系也得到了探索,允许玩家的输入影响配乐,而配乐触发或量化玩家的输入。最终的结果,虽然范围有些有限,但证明了部分生成音轨的潜力,为音频工程师提供了更大的多样性和自由度。
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引用次数: 1
MetaMorph: AI Assistance to Transform Lo-Fi Sketches to Higher Fidelities MetaMorph: AI辅助转换低保真草图到更高的保真度
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441030
Vinoth Pandian Sermuga Pandian, Sarah Suleri, C. Beecks, M. Jarke
Transforming lo-fi UI sketches to higher-fidelities is an expensive, time-consuming process that requires significant rework. In this paper, we systematically research utilizing AI to assist the transformation of lo-fi sketches to higher fidelities. To provide this assistance, we introduce MetaMorph, an AI tool to detect the constituent UI elements of lo-fi sketches. To train MetaMorph, we collected the UISketch dataset that contains 6,785 hand-drawn sketches of 21 UI elements, 201 hand-drawn lo-fi sketches, and 125,000 synthetically generated lo-fi sketches. MetaMorph provides 63.5% mAP for hand-drawn lo-fi sketches and 82.9% mAP for synthetic lo-fi sketches. Results from ASQ indicate that designers experience an above-average satisfaction level towards ease of task completion (4.9), time taken (5.3), and supporting information (5.3) upon utilizing AI assistance for transforming lo-fi sketches. Their qualitative feedback indicates that they perceive utilizing AI as a novel and useful approach to transform lo-fi sketches into higher fidelities.
将低保真UI草图转换为高保真度是一个昂贵且耗时的过程,需要大量的返工。在本文中,我们系统地研究了利用人工智能辅助低保真草图到更高保真度的转换。为了提供这种帮助,我们介绍MetaMorph,一个人工智能工具来检测低保真草图的组成UI元素。为了训练MetaMorph,我们收集了UISketch数据集,其中包含21个UI元素的6,785个手绘草图,201个手绘低保真草图和125,000个合成低保真草图。MetaMorph为手绘低保真草图提供63.5% mAP,为合成低保真草图提供82.9% mAP。ASQ的结果表明,设计师在使用人工智能辅助转换低保真草图时,对任务完成的易用性(4.9)、所需时间(5.3)和支持信息(5.3)的满意度高于平均水平。他们的定性反馈表明,他们认为利用人工智能是一种新颖而有用的方法,可以将低保真草图转换为更高的保真度。
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引用次数: 6
Investigating Electronic Nicotine Delivery System Use Habits and Contexts: Habits, Locations, and Situations 调查电子尼古丁输送系统的使用习惯和环境:习惯、地点和情况
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441045
Forest Sweeney, Moushumi Sharmin
Electronic Nicotine Delivery Systems (ENDS), any device that uses aerosolized nicotine for purposes of inhalation, are becoming popular and ubiquitous. As these systems deliver an addictive substance, consumers face a danger of becoming addicted. To understand the motivations and habits surrounding electronic nicotine consumption to aid consumers manage their vaping behavior, we conducted a literature review (N=72) and collected data using an online survey (N = 15). Our specific aim is to identify any triggering factors including physical or physiological states, habits, and contexts associated with ENDS use. Our survey identified several important insights related to e-cigarette consumption: i) contrary to traditional cigarette consumption habits, most participants did not report that there were any habits or contexts associated with their use, ii) most of our participants did not measure vaping in discrete sessions, which is very different from traditional cigarettes, and iii) stress is not a powerful trigger for vaping urges, contrary to traditional cigarettes where stress is considered as one of the key triggering factors. Additionally, we found that the vaping device itself can be used as the most useful device for collecting data on vaping behavior, especially since consumers keep their vaping device on their person or within reach and chest band and wristbands are considered burdensome by the users. These findings have critical implications for the computing community as they indicate that vaping practices and associated habits are significantly different than traditional smoking and warrants developing computational models that would be able to identify vaping triggers, design interventions specific to vaping practices and identify opportune moments to deliver intervention to assist consumers manage their vaping behavior.
电子尼古丁输送系统(ENDS),任何使用雾化尼古丁用于吸入的设备,正变得流行和无处不在。由于这些系统提供了一种令人上瘾的物质,消费者面临着上瘾的危险。为了了解电子尼古丁消费的动机和习惯,以帮助消费者管理他们的电子烟行为,我们进行了文献综述(N=72),并通过在线调查收集了数据(N= 15)。我们的具体目标是确定任何触发因素,包括与终端使用相关的身体或生理状态、习惯和环境。我们的调查发现了与电子烟消费相关的几个重要见解:1)与传统的香烟消费习惯相反,大多数参与者没有报告与他们的使用相关的任何习惯或背景;2)我们的大多数参与者没有在离散的时段测量电子烟,这与传统香烟非常不同;3)压力不是电子烟冲动的强大触发因素,与传统香烟相反,压力被认为是关键触发因素之一。此外,我们发现电子烟设备本身可以作为收集电子烟行为数据的最有用的设备,特别是因为消费者将电子烟设备随身携带或触手可及,而用户认为胸带和腕带是负担。这些发现对计算机界具有重要意义,因为它们表明,吸电子烟的行为和相关习惯与传统吸烟有显著不同,因此有必要开发计算模型,以识别吸电子烟的诱因,设计针对吸电子烟行为的干预措施,并确定提供干预的时机,帮助消费者管理他们的吸电子烟行为。
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引用次数: 0
GameFlow 2020: 15 Years of a Model of Player Enjoyment GameFlow 2020: 15年的玩家享受模式
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441048
P. Sweetser
The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.
最初的GameFlow模型于2005年首次发布,在过去的15年里,它已经被成千上万的引用和应用于设计和评估游戏和游戏体验。之前的工作是通过将其应用于不同的游戏体验来测试和验证该模型,从而进一步理解这些体验并暴露该模型的任何弱点。在本文中,我们调查了过去15年中超过200种GameFlow应用,以了解如何,在何处以及为什么应用该模型。我们发现,该模型已被应用于各种体验、领域、平台、受众,并以各种方式使用。这项工作为下一个版本的GameFlow模型的目标奠定了基础,使其面向最有价值和最合适的应用,并定义它如何适应更广泛的玩家体验工具。
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引用次数: 7
Privacy by Design in Aged Care Monitoring Devices? Well, Not Quite Yet! 老年护理监测设备的隐私设计?嗯,还没有!
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441049
Sami Alkhatib, Jenny Waycott, G. Buchanan, M. Grobler, Shuo Wang
Aged Care Monitoring Devices (ACMDs) collect and share information about older adults to ensure their wellbeing. While monitoring devices enable older adults to live independently at home, they pose significant privacy challenges. Within HCI, research has sought to understand users’ privacy concerns, but technology developers’ perceptions of privacy have been explored less. According to the Privacy by Design (PbD) framework, developers should incorporate privacy safeguards into devices prior to deployment. However, little is known about how this is done in practice. To better understand developers’ views on privacy, we interviewed 12 developers from ACMD companies and found five factors that affect how they address privacy: 1) users’ requirements, 2) presumptions about users’ privacy perceptions, 3) privacy laws and regulations, 4) third-party providers, and 5) financial challenges. These factors interconnect with other internal organisational challenges. Our research demonstrates the constraints that make it difficult for developers to implement PbD in practice.
老年护理监测设备(acmd)收集和分享有关老年人的信息,以确保他们的健康。虽然监控设备使老年人能够在家中独立生活,但它们也构成了重大的隐私挑战。在HCI中,研究试图了解用户对隐私的担忧,但技术开发人员对隐私的看法却很少被探索。根据设计隐私(PbD)框架,开发人员应该在部署设备之前将隐私保护纳入设备中。然而,人们对如何在实践中做到这一点知之甚少。为了更好地了解开发者对隐私的看法,我们采访了来自ACMD公司的12名开发者,发现了影响他们如何处理隐私的5个因素:1)用户需求,2)对用户隐私感知的假设,3)隐私法律法规,4)第三方提供商,5)财务挑战。这些因素与其他内部组织挑战相互关联。我们的研究证明了开发人员在实践中难以实现PbD的限制。
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引用次数: 7
Enhancing Realism and Presence with Active Physical Reactions in Augmented Reality 增强现实中的现实主义和存在与积极的物理反应
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441080
Yupeng Hu, Weiping He, Li Zhang, Silian Li
This paper proposes a novel method to directly interact with physical content through virtual objects instead of directly using a physical proxy. The physical objects can be virtually triggered and then perform active reactions that conform to general physical laws and user expectations. We designed and implemented a prototype system to enable users to operate a virtual hammer to hit cups with different amounts of water inside. The cups could produce different audio and vibration feedback and water waves in response to the virtual hammer’s collisions. We conducted a pilot study and found that the system could enhance the realism and presence in AR interaction, compared with using a physical proxy.
本文提出了一种通过虚拟对象直接与物理内容交互的新方法,而不是直接使用物理代理。物理对象可以虚拟触发,然后执行符合一般物理定律和用户期望的主动反应。我们设计并实现了一个原型系统,使用户能够操作一个虚拟的锤子来敲击杯子里不同数量的水。杯子可以产生不同的声音、振动反馈和水波,以响应虚拟锤子的碰撞。我们进行了一项试点研究,发现与使用物理代理相比,该系统可以增强AR交互的真实感和存在感。
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引用次数: 1
Action Design Research Shaping University-Industry Collaborations for Wicked Problems 行动设计研究塑造大学与产业合作解决棘手问题
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441078
B. Schouten, Gwen Klerks, M. D. Hollander, N. B. Hansen
Research collaborations with external partners are becoming the norm in HCI. This tendency has been driven by the fact that HCI does research ’in the wild’, engaging with societal problems, necessitating collaboration with external partners. Despite this interest, little work exists on which concrete approaches HCI researchers can take to make the different goals, resources, and responsibilities towards societal wicked problems align, throughout a research project. In this paper, we propose that design can be used as an approach to facilitate a strong and long-lasting inclusive collaboration with industrial as well as social partners. We do this by analyzing a research project with a major industrial partner on circularity and reflect on this using the theoretical constructs of action design research, concept design, and integrated research spaces.
与外部合作伙伴的研究合作正在成为HCI的常态。这种趋势是由HCI在“野外”进行研究、参与社会问题、需要与外部伙伴合作这一事实推动的。尽管有这种兴趣,但很少有研究表明,在整个研究项目中,HCI研究人员可以采取哪些具体方法来协调不同的目标、资源和对社会邪恶问题的责任。在本文中,我们提出设计可以作为一种方法来促进与工业和社会合作伙伴之间强大而持久的包容性合作。我们通过与一个主要的工业合作伙伴一起分析一个关于循环的研究项目,并利用行动设计研究、概念设计和综合研究空间的理论结构来反思这个问题。
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引用次数: 2
Understanding Older Adult Values through Technologies Used for Crafting 通过工艺技术了解老年人的价值观
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441027
Anna Kalma, Bernd Ploderer, Laurianne Sitbon, M. Brereton
The experience of ageing is of great interest to interaction design, chiefly to better meet the needs of older adults with assistive technology. Crafting is often part of this experience, yet little explored in previous research, even though it is inherently creative and social. In interaction design, making approaches are known to move the agency of creation away from designers and towards end-users. The aim of this research was to understand and characterize the aspects of crafting that are intrinsically valued by older adult crafters, with a view to understanding how new forms of technologies and socio-technical practices might be designed while honoring these values. We worked with two crafting communities over a period of two months and conducted interviews, participant observations and cultural probes, aimed at exploring the role of technology within crafting. Our results highlighted values that lead to technology being included in crafting practices: belonging, quality, and creativity. We discuss how these values open up a design space for creating technologies with older adult crafters.
老年人的经验是交互设计的一大兴趣,主要是为了更好地满足老年人对辅助技术的需求。锻造通常是这种体验的一部分,但在之前的研究中很少被探索,尽管它本身具有创造性和社交性。在交互设计中,制作方法被认为是将创作的代理从设计师转移到最终用户。这项研究的目的是了解和描述老年手工艺者内在价值的手工艺方面,以了解如何在尊重这些价值观的同时设计新形式的技术和社会技术实践。我们与两个手工艺社区合作了两个月,进行了采访、参与者观察和文化探索,旨在探索技术在手工艺中的作用。我们的结果强调了导致技术被包括在制作实践中的价值:归属感、质量和创造力。我们将讨论这些价值观如何为年长的成年工匠创造技术开辟设计空间。
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引用次数: 1
Online Codesign Activities to Co-create a ‘Loneliness’ Exhibition: The Last Lonely Hour - a digital interactive experience 在线协同设计活动,共同创作“孤独”展览:最后的孤独时刻-一个数字互动体验
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441011
J. Paay, Nathalie Karzel, Pedro Gonzales, Po-Yu Chiu
Loneliness is a complicated emotion, experienced in different situations, irrespective of gender, age, occupation or nationality. It isn't necessarily about being alone, but a complex state of mind that people experience individually. This paper presents a study using online codesign activities to co-create the conceptual design for a digital interactive art exhibition around “Loneliness”. Conducted during the early stages of self-isolation of the COVID-19 pandemic in Australia, we trialed codesign activities, usually conducted in face-to-face mode, through online methods. We held a mixture of online activities and interviews with 47 participants to unpack people's experiences of loneliness, especially in these unusual times, and explore their strategies to overcome it. We identified the “last lonely hour before bedtime” as an interesting concept to inspire our exhibition. Online codesign gave us flexibility in time and place, access to more participants in the time available, and the benefit of asynchronous data collection.
孤独是一种复杂的情感,无论性别、年龄、职业或国籍,在不同的情况下都会经历。这并不一定是关于孤独,而是人们各自经历的一种复杂的心理状态。本文以“孤独”为主题,运用线上协同设计活动,共同创作一个数字互动艺术展的概念设计。在澳大利亚COVID-19大流行自我隔离的早期阶段,我们通过在线方法试行了共同设计活动,通常以面对面的方式进行。我们举办了在线活动和对47名参与者的采访,以揭示人们的孤独经历,特别是在这个不寻常的时代,并探索他们克服孤独的策略。我们将“睡前最后一个孤独的小时”作为一个有趣的概念来启发我们的展览。在线协同设计为我们提供了时间和地点上的灵活性,在可用时间内访问更多参与者,以及异步数据收集的好处。
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引用次数: 0
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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