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CHI '11 Extended Abstracts on Human Factors in Computing Systems最新文献

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HappinessCounter: smile-encouraging appliance to increase positive mood 快乐计数器:微笑鼓励装置,增加积极情绪
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979608
Hitomi Tsujita, J. Rekimoto
As William James stated, and confirmed by several psychological studies, the act of smiling positively affects on our mental status -- we become happier when we laugh. In this paper, we propose a new digital appliance that naturally encourages the act of smiling in our daily lives. This system is designed mainly for people living alone, who may have difficulty realizing when they are in low spirits andor difficulty in making themselves smile. Our HappinessCounter combines visual smile recognition, user feedback, and network communication. We installed this system in a home with a single occupant, and the system had positive effects on the user's mood.
正如威廉·詹姆斯所说,微笑的行为对我们的精神状态有积极的影响——当我们笑的时候,我们会变得更快乐,这一点也得到了几项心理学研究的证实。在本文中,我们提出了一种新的数字设备,可以自然地鼓励我们在日常生活中微笑。这个系统主要是为独居的人设计的,他们可能很难意识到自己情绪低落,或者很难让自己微笑。我们的HappinessCounter结合了视觉微笑识别、用户反馈和网络交流。我们在一个只有一个人的家庭中安装了这个系统,系统对用户的情绪产生了积极的影响。
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引用次数: 29
Appropriation and creative use: linking user studies and design 挪用和创造性使用:连接用户研究和设计
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979585
Antti Salovaara, K. Höök, K. Cheverst, M. Twidale, M. Chalmers, C. Sas
Appropriation refers to the ways that technologies are ÿadapted and repurposed to new purposes of use by individuals, groups or communities. This workshop brings together researchers interested in appropriation from CSCW and design. Until now, these communities have been working separately, despite their converging interests. The workshop is based on roundtable discussions that bring the participants' qualitative observations and theoretical viewpoints in contact with practical design efforts that support user creativity and appropriation.
挪用是指个人、团体或社区将技术ÿadapted重新用于新的使用目的的方式。本次研讨会汇集了对CSCW拨款和设计感兴趣的研究人员。到目前为止,这些社区一直在分开工作,尽管他们的利益是一致的。研讨会以圆桌讨论为基础,将参与者的定性观察和理论观点与支持用户创造力和专有的实际设计工作联系起来。
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引用次数: 43
Multi-jump: jump roping over distances 多跳:跳绳越过距离
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979836
Lining Yao, Sayamindu Dasgupta, N. Cheng, Jason Spingarn-Koff, Ostap Rudakevych, H. Ishii
Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our 'Multi-Jump' jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments.
跳绳是一种一人或多人绕绳而其他人跳绳的游戏,这种游戏促进了儿童之间的社交互动,同时也培养了他们的协调能力和身体素质。然而,传统游戏要求玩家处于相同的物理位置。我们的“多跳”跳绳游戏平台建立在传统游戏的基础上,允许玩家通过使用增强的绳索系统远程参与。这款游戏涉及在共享游戏空间中的全身动作,并通过实时视频、玩家奖励和音乐进行强化。我们的工作旨在扩展体力界面游戏(游戏邦注:即需要耗费大量体力的游戏),并将其与实时共享的社交游戏环境结合起来。
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引用次数: 5
Input observer: measuring text entry and pointing performance from naturalistic everyday computer use 输入观察员:测量文本输入和指向性能,从自然的日常电脑使用
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979871
Abigail Evans, J. Wobbrock
In this paper we describe the Input Observer, a background application that will be capable of measuring a user's text entry and pointing abilities from everyday computer use "in the wild." The application runs quietly in the background of the user's computer and utilizes global Windows Hooks to observe the text entry input stream and use of the mouse, and will yield data equivalent to results from lab-based measures of text entry and target acquisition. A major challenge is the lack of a task model from which researchers can know the intent of the user at every moment. We describe our approach to handling this issue for both text entry and mouse pointing.
在本文中,我们描述了输入观察者,这是一个后台应用程序,它将能够测量用户在“野外”使用的日常计算机中的文本输入和指向能力。该应用程序在用户计算机的后台安静地运行,并利用全局Windows Hooks来观察文本输入流和鼠标的使用,并将产生与基于实验室的文本输入和目标获取测量结果相当的数据。一个主要的挑战是缺乏一个任务模型,研究人员可以从中了解用户每时每刻的意图。我们描述了处理文本输入和鼠标指向问题的方法。
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引用次数: 5
Force gestures: augmented touch screen gestures using normal and tangential force 力手势:使用法向和切向力的增强触摸屏手势
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979895
Seongkook Heo, Geehyuk Lee
Similar sliding gestures may have different meanings when they are performed with changing intensity. Touch screens, however, fail to properly distinguish those intensities due to their inability to sense variable pressures. Enabled by distinguishing normal and tangential forces, we explore new possibilities for gestures on a touch screen. We have implemented a pressure-sensitive prototype and have designed a set of gestures that utilize alterable forces. The gestures' feasibility has been tested through a simple experiment. Finally, we discuss the new possibility of touch interactions that are sensitive to pressure.
类似的滑动手势,当动作强度变化时,可能会有不同的含义。然而,由于触摸屏无法感知可变压力,因此无法正确区分这些强度。通过区分法向力和切向力,我们探索了触摸屏上手势的新可能性。我们已经实现了一个压力敏感的原型,并设计了一套手势,利用可变的力量。这些手势的可行性已经通过一个简单的实验进行了测试。最后,我们讨论了对压力敏感的触摸交互的新可能性。
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引用次数: 40
CHI design community 2011 (invited) CHI设计社群2011(特邀)
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979533
Scott G. Pobiner, C. Diana
Each year scholars and practitioners from institutions, organizations, and corporations around the world gather for one week to discuss their work and see the work of others from across the wide range of practices that compose the SIGCHI community. The scale and diversity of this gathering offers an opportunity that is special and only available during the short, intense week. During the conference there is a session dedicated to the discussion of priorities for us as members of a community, and for the community itself as a part of the fabric of SIGCHI. For the Design Community this is a rather complex endeavor because our constituents are and our fellow communities understand the pursuit of design in a variety of ways. But this embodies the valuable asset that our community has become as one part of SIGCHI. So let's discuss these topics.
每年,来自世界各地的机构、组织和公司的学者和实践者聚集在一起,用一周的时间讨论他们的工作,并看到来自组成SIGCHI社区的广泛实践的其他人的工作。这次聚会的规模和多样性提供了一个特殊的机会,只有在短暂而紧张的一周内才有机会。在会议期间,有一个会议专门讨论我们作为社区成员的优先事项,以及作为SIGCHI结构一部分的社区本身。对于设计社区来说,这是一项相当复杂的努力,因为我们的成员和我们的社区都理解以各种方式追求设计。但这体现了我们社区作为SIGCHI的一部分已经成为的宝贵资产。让我们来讨论一下这些话题。
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引用次数: 0
EasyPointer: what you pointing at is what you get EasyPointer:你指的就是你得到的
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979553
Gang Pan, Haoyi Ren, Weidong Hua, Qian Zheng, Shijian Li
This extended abstract presents a natural pointing system using gyroscope MEMS, which could achieve what you pointing at is what you get. It enables screen interaction via physical pointing. The system only needs a phone with built-in gyroscope, camera, and wireless communication, e.g. Wi-Fi and Bluetooth, without any other hardware. To achieve sensing of the screen position where user is physically pointing, we also develop easy calibration methods. The prototype system, called EasyPointer, is built upon iPhone 4/iPod 4. It can serve as a laser pointer, a presentation controller, a game controller, and a drawing pen.
本文提出了一种利用陀螺仪MEMS的自然指向系统,它可以实现你指向的就是你得到的。它可以通过物理指向实现屏幕交互。该系统只需要一个内置陀螺仪、摄像头和无线通信(如Wi-Fi和蓝牙)的手机,不需要任何其他硬件。为了实现对用户物理指向的屏幕位置的感知,我们还开发了简单的校准方法。这款名为EasyPointer的原型系统是基于iPhone 4/iPod 4开发的。它可以用作激光笔、演示控制器、游戏控制器和绘图笔。
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引用次数: 8
Weak inter-rater reliability in heuristic evaluation of video games 电子游戏启发式评价中的弱信度
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979788
Gareth R. T. White, Pejman Mirza-Babaei, G. McAllister, J. Good
Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available heuristics, a user test of a commercial game is conducted with 6 participants in which 88 issues are identified, against which 146 heuristics are rated for relevance by 3 evaluators. Weak inter-rater reliability is calculated with Krippendorff's Alpha of 0.343, refuting validation of any of the available heuristics. This weak reliability is due to the high complexity of video games, resulting in evaluators interpreting different reasonable causes and solutions for the issues, and hence the wide variance in their ratings of the heuristics.
启发式评估有望成为一种低成本的可用性评估方法,但它充满了主观解释的问题,以及竞争和矛盾的启发式列表的激增。这在游戏研究领域尤其如此,因为目前还没有严谨的比较验证发表。为了验证可用的启发式方法,我们对一款商业游戏进行了6名参与者的用户测试,其中确定了88个问题,并由3名评估人员对146个启发式方法的相关性进行了评级。弱评分者间信度是用Krippendorff的Alpha值0.343来计算的,反驳了任何可用的启发式验证。这种弱可靠性是由于电子游戏的高度复杂性,导致评估者对问题解释不同的合理原因和解决方案,因此他们对启发式的评级存在很大差异。
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引用次数: 25
Session details: Gestures 会话细节:手势
Pub Date : 2011-05-07 DOI: 10.1145/3249083
Steven K. Feiner
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引用次数: 0
Designing flexible EMR systems for recording and summarizing doctor-patient interactions 设计灵活的电子病历系统,记录和总结医患互动
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979816
K. Larkin, Aisling Kelliher
Electronic Medical Records (EMR) are increasingly transitioning from desktop systems to mobile devices. This innovation presents challenges to medical practitioners in terms of doctor-patient interaction, patient record integrity and continuing reliance on paper-based annotation schemas. We describe findings from a pilot study of EMR use by physicians in a family medical clinic and propose guidelines for the design of mobile EMR systems. These guidelines seek to fuse the dynamic capabilities of digital systems with the immediacy and personal nature of paper-based records.
电子医疗记录(EMR)正日益从桌面系统向移动设备过渡。这一创新在医患互动、患者记录完整性和对基于纸张的注释模式的持续依赖方面给医疗从业者提出了挑战。我们描述了在家庭医疗诊所医生使用电子病历的初步研究结果,并提出了设计移动电子病历系统的指导方针。这些准则力求将数字系统的动态能力与纸质记录的即时性和个性化结合起来。
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引用次数: 10
期刊
CHI '11 Extended Abstracts on Human Factors in Computing Systems
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