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Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality 虚拟现实中异构跨设备协作和社会交互的设计
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441070
Patrick Aggergaard Olin, Ahmad Mohammad Issa, Tiare M. Feuchtner, Kaj Grønbæk
Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.
跨异构设备的虚拟现实(VR)协作对通过不同接口有效支持操作、导航和通信提出了挑战。我们在设计和开发协作式VR系统时探索了这些问题,该系统允许通过移动触摸屏设备(手持用户)和头戴式显示器(HMD用户)进行交互。在定性评估中,我们进一步分析了这些界面如何影响协作过程中的社会角色和用户交互。我们的观察表明,手持设备用户在虚拟环境中获得了存在感,尽管非沉浸式界面,并且在会话场景中假设了与现实世界相似的空间位置。在协作构建任务中,我们发现领导角色与沉浸感无关,而是受到用户视线水平的潜在影响。此外,手持设备用户比HMD用户表现出更强的运动模式。基于这些行为模式,我们为手持设备用户提供了一个分类框架,便于将来通过手持设备对共享虚拟环境中的交互进行分析。最后,我们基于我们的观察并在我们所呈现的系统中举例说明了协作跨设备VR的几个设计考虑因素。
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引用次数: 19
SketchingInterfaces: A Tool for Automatically Generating High-Fidelity User Interface Mockups from Hand-Drawn Sketches SketchingInterfaces:一个从手绘草图自动生成高保真用户界面模型的工具
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441015
Christoph Wimmer, Alex Untertrifaller, T. Grechenig
Sketches are an integral part of designing user interfaces and despite advances in design tools, many user interface designers still rely on pen and paper when creating these sketches because of their reliability, familiarity and ease of use. Rough sketches are well suited for quick ideation and experimentation, but are typically lacking in detail, resulting in limited readability and clarity when presented to others. In this paper we present the SketchingInterfaces tool, which uses machine learning to translate hand-drawn UI sketches into high-fidelity UI mockups in real-time. The goals of this tool are the following: (1) to speed up the design process, (2) to allow rapid iteration on near-final design artifacts, (3) to improve group collaboration and (4) to lower the threshold of required design skills. We present the results of a study evaluating the tool with six participants to demonstrate the viability of the approach.
草图是设计用户界面不可或缺的一部分,尽管设计工具有所进步,但许多用户界面设计师在创建这些草图时仍然依赖于笔和纸,因为它们的可靠性,熟悉性和易用性。粗略的草图非常适合快速构思和实验,但通常缺乏细节,导致在向他人展示时可读性和清晰度有限。在本文中,我们介绍了SketchingInterfaces工具,它使用机器学习将手绘UI草图实时转换为高保真UI模型。该工具的目标如下:(1)加速设计过程,(2)允许在接近最终的设计工件上快速迭代,(3)改善团队协作,(4)降低所需设计技能的门槛。我们提出了一项研究的结果,评估与六名参与者的工具,以证明该方法的可行性。
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引用次数: 1
Smart Donations: Event-Driven Conditional Donations Using Smart Contracts On The Blockchain 智能捐赠:在区块链上使用智能合约的事件驱动条件捐赠
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441014
Ludwig Trotter, Mike Harding, Peter Shaw, N. Davies, Chris Elsden, Chris Speed, John Vines, A. Abadi, Joshua Hallwright
Recent work has questioned the largely unconditional nature of charitable donations and explored the value of conditional giving with contemporary donors. In this paper, we extend this work by exploring how to operationalise features of conditionality in charitable giving, situated in the context of large international non-governmental organisations (NGOs). Building on prior engagements with international aid organisations, we present design considerations and a conceptual architecture supporting real-time, conditional giving for individual and institutional donations. Our architecture leverages properties of distributed-ledger technologies (DLT) to empower donors to (i) attach conditions to their donation, (ii) store funds in a secure, decentralised escrow and (iii) automatically release funds once conditions are met. Unlike prior work that envisions radical disintermediation and the removal of intermediate NGOs using DLT, our work recognises the expertise of NGOs in tackling complex global problems and instead investigates compelling new way for charities to increase transparency and accountability by introducing dynamic pledge controls.
最近的研究质疑了慈善捐赠在很大程度上是无条件的,并探讨了有条件捐赠的价值。在本文中,我们通过探索如何在大型国际非政府组织(ngo)的背景下实施慈善捐赠中的条件性特征来扩展这项工作。基于先前与国际援助组织的合作,我们提出了设计考虑和概念架构,支持个人和机构捐赠的实时、有条件捐赠。我们的架构利用分布式账本技术(DLT)的特性,授权捐赠者(i)为其捐赠附加条件,(ii)将资金存储在安全、分散的托管中,以及(iii)一旦满足条件就自动释放资金。与之前设想使用DLT彻底去中介化和移除中间非政府组织的工作不同,我们的工作承认非政府组织在解决复杂的全球问题方面的专业知识,而是研究了慈善机构通过引入动态承诺控制来提高透明度和问责制的引人注目的新方法。
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引用次数: 11
Participatory Sensing in the Speculative Smart City 投机性智慧城市中的参与式感知
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441079
Steffen Hviid Trier, Tom Jenkins
This paper explores a bottom-up way to speculate towards future smart cities by inviting residents of Copenhagen, Denmark to participate in sensing activities. It illustrates how the idea of “design things” could support bottom-up citizen participation in a smart city. It uses a research through design approach, deploying a wearable air quality sensor to three Copenhageners. By investigating citizens’ perception of the city through this prototype, we illustrate a possible path for engagement in the development of future smart city technologies that offer a greater sense of influence and relevance for residents. Further, citizen participation in sensing activities provides a route to different understandings of smart cities: as a place for people and participation instead of for data and rationalisation.
本文通过邀请丹麦哥本哈根的居民参与感知活动,探索了一种自下而上的方式来推测未来的智慧城市。它说明了“设计事物”的理念如何支持智慧城市中自下而上的公民参与。它采用了一种通过设计进行研究的方法,为三个哥本哈根人部署了一个可穿戴的空气质量传感器。通过这个原型调查市民对城市的看法,我们展示了参与未来智慧城市技术发展的可能途径,为居民提供更大的影响力和相关性。此外,公民参与传感活动提供了对智慧城市的不同理解:作为人们和参与的地方,而不是数据和合理化的地方。
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引用次数: 1
Relating to the Environment Through Photography: The Smartphone Camera as a Tool in Urban Farming 通过摄影与环境相关:智能手机相机作为城市农业的工具
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441026
A. Rosén, Maria Normark, Mikael Wiberg
Research on environmental sustainability in HCI is investigating the opportunities and hindrances technologies pose on living sustainably, beyond direct material impact of production, use and disposal. With this background, we focus on the smartphone camera as a tool that allows users to quickly and relatively effortlessly depict, save, share, access, augment or amplify information about the environment. Based on two years of participant observation studies, we present examples of how urban farmers use the smartphone camera as a tool in their practice. We discuss how the smartphone camera mediates human experiences of the environment and how certain uses of the camera may contribute to environmental sustainability. We highlight how the smartphone camera used as a tool in gardening was experienced to support (a) feelings of closeness or bonds towards the local environment and (b) the creation and sharing of knowledge.
HCI的环境可持续性研究正在调查技术对可持续生活的机会和障碍,而不仅仅是生产、使用和处置的直接物质影响。在此背景下,我们专注于智能手机相机作为一种工具,允许用户快速,相对轻松地描绘,保存,分享,访问,增强或放大有关环境的信息。基于两年的参与者观察研究,我们展示了城市农民如何在实践中使用智能手机相机作为工具的例子。我们讨论了智能手机相机如何调节人类对环境的体验,以及相机的某些用途如何有助于环境的可持续性。我们强调了智能手机相机作为一种园艺工具是如何被用来支持(a)与当地环境的亲密感或联系以及(b)知识的创造和分享。
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引用次数: 5
How older adults respond to the use of Virtual Reality for enrichment: a systematic review 老年人对使用虚拟现实进行充实的反应:系统回顾
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441003
Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott
Virtual Reality (VR) has been increasingly used for enrichment in later life. This review aims to investigate what is currently known about this topic. Following the PRISMA guidelines, fifteen articles were included for in-depth review. The review indicates that this topic is being explored by researchers in multiple disciplines. The VR systems in the studies reviewed ranged from fully immersive to less immersive systems. For most study participants, emotions were positively changed after experiencing VR. Participants enjoyed travel-based applications, social interaction, and reminiscing about things in new and interesting ways with the blending of multisensory experiences. VR experiences were improved when a facilitator mediated discussion about experiences and provided guidance. However, usability issues and discomfort in using the equipment are major concerns of VR. This paper contributes key considerations for the design and implementation of VR to provide enrichment for older adults and opportunities for future work in this area.
虚拟现实(VR)越来越多地用于丰富人们的晚年生活。这篇综述的目的是调查目前对这一主题的了解。根据PRISMA指南,15篇文章被纳入深入审查。综述表明,这一课题正受到多学科研究者的探讨。研究回顾的VR系统范围从完全沉浸式到不那么沉浸式。对于大多数研究参与者来说,体验VR后情绪发生了积极的变化。参与者喜欢基于旅行的应用程序,社交互动,并以新颖有趣的方式回忆事物,融合了多感官体验。当调解人调解关于体验的讨论并提供指导时,VR体验得到了改善。然而,可用性问题和使用设备时的不适是VR的主要关注点。本文为VR的设计和实施提供了关键的考虑因素,为老年人提供了丰富的体验,并为该领域的未来工作提供了机会。
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引用次数: 18
Usability Testing of VLASTWA: A Vocabulary and Strategy Teaching Web App VLASTWA的可用性测试:一个词汇和策略教学网络应用程序
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441056
Siamak Mirzaei, T. Lewis, Mirella Wyra, B. Wilkinson
While vocabulary learning is one of the challenging tasks of language learning, it is considered indispensable for language mastery. Vocabulary learning presents similar challenges for professionals who need to master new terminology and definitions. The use of technology has been seen to effectively support learners in the vocabulary learning challenges. In this paper, the usability and learnability of a bespoke web app, VLASTWA, is assessed in terms of usability, effectiveness and pedagogical efficacy. VLASTWA was designed and implemented utilizing effective and extensively researched vocabulary learning technique, the keyword method. In this experimental study, participants (n=160, age = 18-60) learned to use the keyword method and employed it in new vocabulary learning (Persian-English) using VLASTWA. VLASTWA experimental web app performed well in a usability study using System Usability Scale with a rating of 91.5%. Results demonstrated the web app as a usable and efficient instrument in acquiring new vocabulary and future research will investigate the inherent use of the designed web app for different population, other languages and sets of words and emerging technologies such as augment reality and virtual reality and electroencephalogram.
词汇学习是语言学习中具有挑战性的任务之一,它被认为是语言掌握不可或缺的一部分。对于需要掌握新术语和定义的专业人士来说,词汇学习也提出了类似的挑战。技术的使用已经被证明可以有效地支持学习者应对词汇学习的挑战。在本文中,一个定制的web应用程序,VLASTWA的可用性和可学习性,是在可用性,有效性和教学效果方面进行评估。VLASTWA的设计和实现利用了有效且广泛研究的词汇学习技术——关键词法。在本实验研究中,参与者(n=160,年龄= 18-60)使用VLASTWA学习了关键词法,并将其应用于新词汇学习(波斯语-英语)。VLASTWA实验web应用程序在使用系统可用性量表的可用性研究中表现良好,评分为91.5%。结果表明,网络应用程序是获取新词汇的有效工具,未来的研究将调查设计的网络应用程序对不同人群、其他语言和单词集以及增强现实、虚拟现实和脑电图等新兴技术的固有使用。
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引用次数: 0
Supporting Anxiety Patients’ Self-Reflection through Visualization of Physiological Data. 通过生理数据可视化支持焦虑患者自我反思。
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441037
Mette Elsborg, Anders Bruun, Rikke Hagensby Jensen
Anxiety patients are often constrained in daily life to an extent where they experience severe difficulties in keeping a job or being with family, hereby leading to a decreased quality of life. Self-reflecting on emotional reactions during daily life activities is a critical part of anxiety treatment, and can lead to increased self-awareness and eventually behavior change to cope with the disorders. mHealth technologies have emerged as a means to improve effectiveness of treatment for mental disorders, yet few studies have utilized real-time data from physiological sensors to support self-reflection on emotions. We conducted a study with two anxiety patients and their psychiatrists to explore their experiences of using GSR sensor data as visual cues to support daily self-reflection on anxiety episodes. We contribute with findings indicating that GSR visualization as part of anxiety treatment can support patients in confirming episodes. Furthermore, we present design considerations for such visualizations.
焦虑患者在日常生活中往往受到限制,以至于在工作或与家人相处方面遇到严重困难,从而导致生活质量下降。在日常生活活动中对情绪反应的自我反思是焦虑治疗的关键部分,它可以提高自我意识,最终改变行为,以应对这些障碍。移动健康技术已经成为提高精神障碍治疗有效性的一种手段,但很少有研究利用生理传感器的实时数据来支持对情绪的自我反思。我们对两名焦虑症患者和他们的精神科医生进行了一项研究,以探索他们使用GSR传感器数据作为视觉线索来支持日常焦虑发作的自我反思的经验。我们的研究结果表明,作为焦虑治疗的一部分,GSR可视化可以支持患者确认发作。此外,我们提出了这种可视化的设计考虑。
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引用次数: 3
Empowering Caregivers of People Living with Dementia to Use Music Therapeutically at Home: Design Opportunities 授权痴呆症患者的照顾者在家中使用音乐治疗:设计机会
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441082
Romina Carrasco, F. Baker, A. Bukowska, I. Clark, Libby M. Flynn, Kate McMahon, H. Odell-Miller, Karette Stensaeth, J. Tamplin, T. Sousa, Jenny Waycott, T. Wosch
Human-computer interaction researchers have explored how to design technologies to support people with dementia (PwD) and their caregivers, but limited attention has been given to how to facilitate music therapy in dementia care. The use of music to help manage the symptoms of dementia is often guided by a music therapist who adapts the intervention to respond to the changing needs of the person living with dementia. However, as the incidence of dementia increases worldwide, individualised therapy programs are less feasible, making it valuable to consider technology-based approaches. In this paper, we analyze data from case studies of home-based music therapy training interventions with two families. The findings show that embodied interactions supported the therapist in responding to the needs of the PwD and built an empathic environment that empowered the caregivers’ learning. We discuss opportunities and challenges for designing technologies that support family caregivers’ therapy-informed music use in dementia care.
人机交互研究人员已经探索了如何设计技术来支持痴呆症患者(PwD)及其护理人员,但如何促进痴呆症护理中的音乐治疗的关注有限。使用音乐来帮助控制痴呆症的症状通常由音乐治疗师指导,音乐治疗师根据痴呆症患者不断变化的需求调整干预措施。然而,随着世界范围内痴呆症发病率的增加,个体化治疗方案越来越不可行,这使得考虑基于技术的方法变得很有价值。本研究以两个家庭为个案,分析以家庭为基础的音乐治疗训练干预的数据。研究结果表明,具身互动支持治疗师对残疾人的需求做出反应,并建立了一个共情环境,增强了照顾者的学习能力。我们讨论了设计技术的机遇和挑战,这些技术支持家庭护理人员在痴呆症护理中使用治疗信息音乐。
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引用次数: 6
Serious Game Design to Promote Energy Literacy Among Younger Children 严肃游戏设计促进幼儿的能源素养
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441047
M. Bayley, Stephen Snow, Jason Weigel, N. Horrocks
Today's children are tomorrow's home owners and policymakers. Engaging children with energy literacy can help equip them with the knowledge, skills and environmentally sustainable attitudes needed in later life. This paper discusses the development of a serious game called Power Pets designed to help children understand where energy comes from, how to save energy, and its connection to the environment. In the game, children adopt a digital pet that they care for by feeding it saved energy accumulated during gameplay as they complete energy saving tasks. In one of the few qualitative studies involving children to date, we investigated the potential of Power Pets to increase engagement with energy literacy with a specific age group between the ages of 5 and 9. Our findings suggest Power Pets provided preliminary indications for improvements in children's understanding of energy saving and the link between energy saving and the environment, both at a cognitive and affective level, however usability and the steep developmental curve in this age group are key considerations.
今天的孩子就是明天的房主和决策者。让儿童了解能源知识可以帮助他们掌握今后生活所需的知识、技能和环境可持续态度。本文讨论了一款名为Power Pets的严肃游戏的开发过程,该游戏旨在帮助孩子们了解能源从何而来,如何节约能源,以及能源与环境的关系。在游戏中,孩子们通过喂养他们所关心的数字宠物,从而在完成节能任务时节省游戏过程中积累的能量。在迄今为止为数不多的涉及儿童的定性研究中,我们调查了Power Pets在提高5至9岁年龄组的能源素养方面的潜力。我们的研究结果表明,在认知和情感层面上,Power Pets为提高儿童对节能的理解以及节能与环境之间的联系提供了初步迹象,然而,这个年龄段的可用性和陡峭的发展曲线是关键考虑因素。
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引用次数: 4
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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