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

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Low cost vs. high-end eye tracking for usability testing 低成本vs.高端眼动追踪可用性测试
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979744
Sune Alstrup Johansen, Javier San Agustin, H. Skovsgaard, J. P. Hansen, M. Tall
Accuracy of an open source remote eye tracking system and a state-of-the-art commercial eye tracker was measured 4 times during a usability test. Results from 9 participants showed both devices to be fairly stable over time, but the commercial tracker was more accurate with a mean error of 31 pixels against 59 pixels using the low cost system. This suggests that low cost eye tracking can become a viable alternative, when usability studies need not to distinguish between, for instance, particular words or menu items that participants are looking at, but only between larger areas-of-interest they pay attention to.
在可用性测试中,对开源远程眼动追踪系统和最先进的商用眼动追踪器的准确性进行了4次测量。9名参与者的结果显示,随着时间的推移,两种设备都相当稳定,但商业跟踪器更准确,平均误差为31像素,而使用低成本系统的平均误差为59像素。这表明,当可用性研究不需要区分参与者正在看的特定单词或菜单项,而只需要区分他们关注的更大的兴趣区域时,低成本的眼动追踪可以成为一种可行的替代方案。
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引用次数: 51
CalmMeNow: exploratory research and design of stress mitigating mobile interventions CalmMeNow:缓解压力的移动干预的探索性研究和设计
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979831
P. Paredes, Matthew K. Chan
This paper describes design explorations for stress mitigation on mobile devices based on three types of interventions: haptic feedback, games and social networks. The paper offers a qualitative assessment of the usability of these three types of interventions together with an initial analysis of their potential efficacy. Social networking and games show great potential for stress relief. Lastly, the paper discusses key findings and considerations for long-term studies of stress mitigation in HCI, as well as a list of aspects to be considered when designing calming interventions.
本文描述了基于触觉反馈、游戏和社交网络这三种干预方式的移动设备压力缓解设计探索。本文对这三种干预措施的可用性进行了定性评估,并对其潜在功效进行了初步分析。社交网络和游戏显示了释放压力的巨大潜力。最后,本文讨论了HCI中压力缓解长期研究的主要发现和考虑因素,以及在设计镇静干预措施时需要考虑的方面清单。
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引用次数: 61
Floating avatar: telepresence system using blimps for communication and entertainment 浮动化身:远程呈现系统,使用飞艇进行通信和娱乐
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979625
Hiroaki Tobita, Shigeaki Maruyama, Takuya Kuzi
We developed a floating avatar system that integrates a blimp with a virtual avatar to create a unique telepresence system. Our blimp works as an avatar and contains several pieces of equipment, including a projector and a speaker as the output functions. Users can communicate with others by transmitting their facial image through the projector and voice through the speaker. A camera and microphone attached to the blimp provide the input function and support the user's manipulation from a distance. The user's presence is dramatically enhanced compared to using conventional virtual avatars (e.g., CG and images) because the avatar is a physical object that can move freely in the real world. In addition, the user's senses are augmented because the blimp detects dynamic information in the real world. For example, the camera provides the user with a special floating view, and the microphone catches a wide variety of sounds such as conversations and environmental noises. This paper describes our floating avatar concept and its implementation.
我们开发了一个漂浮的化身系统,将飞艇和虚拟化身结合在一起,创造了一个独特的远程呈现系统。我们的飞艇就像一个化身,它包含了几件设备,包括一个投影仪和一个作为输出功能的扬声器。用户可以通过投影仪传送自己的面部图像,通过扬声器传送自己的声音,与他人进行交流。安装在飞艇上的摄像头和麦克风提供了输入功能,并支持用户从远处进行操作。与使用传统的虚拟化身(如CG和图像)相比,用户的存在感大大增强,因为化身是一个可以在现实世界中自由移动的物理对象。此外,用户的感官也得到了增强,因为飞艇可以探测到现实世界中的动态信息。例如,摄像头为用户提供了一个特殊的浮动视图,麦克风捕捉各种各样的声音,如对话和环境噪音。本文描述了我们的浮动化身概念及其实现。
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引用次数: 27
Session details: Reading & writing 会议内容:阅读和写作
Pub Date : 2011-05-07 DOI: 10.1145/3249099
W. Mackay
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引用次数: 0
Session details: alt.chi: emotions, ethics, and civics 会议细节:alt.chi:情感,道德和公民
Pub Date : 2011-05-07 DOI: 10.1145/3249075
Daniel J. Wigdor
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引用次数: 0
Physical activity with digital companions 与数字伙伴一起进行体育锻炼
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979684
L. Boschman
While a majority of adults in industrialized countries do not exercise frequently enough to sustain physical health, games with an exertive interface - exergames - have been proposed as vehicles to increase activity levels. After a brief discussion of my background, I report on fundamental findings from studies conducted by interaction designers, social and computer scientists, and medical professionals whose work has responded to the crisis in physical activity levels. I give an overview of my proposed mixed methods research design, and discuss how I can both contribute and learn from approaches that can successfully support strong study findings.
虽然工业化国家的大多数成年人没有足够频繁的运动来维持身体健康,但带有运动界面的游戏(exergames)已被提议作为增加活动水平的工具。在对我的背景进行了简短的讨论之后,我报告了交互设计师、社会和计算机科学家以及医学专业人士进行的研究的基本发现,他们的工作对身体活动水平的危机做出了回应。我概述了我提出的混合方法研究设计,并讨论了我如何既能贡献又能从能够成功支持强有力的研究结果的方法中学习。
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引用次数: 1
Interactive snow sculpture painting 互动雪雕绘画
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979555
J. Scheible
This video shows the live-painting of snow sculptures with dabs of digital paint, deploying a mobile phone (virtual spray can) with accelerometer, a PC and a video projector - creating 100% recyclable art. The technology used is called MobiSpray, which has been reported by the author at SIGGRAPH 2009 in the Art papers track. Using a mobile phone in this context allows the painter to roam freely (walk, stand, lie) around the target object, far or near in real physical space, while looking directly at its surface to see how the painting appears in real time. The phone's keyboard keys are used for controlling the drawing tools such as spraying colors or spraying intensity.
这个视频展示了用数字颜料对雪雕进行现场绘画,使用带有加速度计的手机(虚拟喷雾罐)、PC和视频投影仪——创造100%可回收的艺术。所使用的技术被称为MobiSpray,该技术已由作者在2009年SIGGRAPH艺术论文跟踪中报道。在这种情况下,使用手机可以让画家在目标物体周围自由漫游(行走、站立、躺卧),在真实的物理空间中或远或近,同时直接看着它的表面,看看绘画是如何实时出现的。手机的键盘键用于控制绘图工具,如喷涂颜色或喷涂强度。
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引用次数: 0
Leveraging trust relationships in digital backchannel communications 利用数字反向通道通信中的信任关系
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979811
Syavash Nobarany, M. Haraty, S. Fels, Brian D. Fisher
Discussions during lecture can clarify lecture points for audience members and help them deepen their understanding. However, the fast-pace of lectures and the large number of attendees can make these discussions impossible. Although digital backchannels have been used to address this problem, they present some drawbacks such as increasing distractions and not providing valuable information. We suggest incorporating audience members' levels of trust in the knowledge of other members into the design of backchannel communication systems. Based on this approach, we present methods and design considerations to overcome the aforementioned drawbacks of the previous backchannel communication systems.
在讲座中进行讨论,可以让听众明白讲座要点,加深理解。然而,讲座的快节奏和大量的与会者可能使这些讨论变得不可能。虽然数字反向通道已被用来解决这个问题,但它们存在一些缺点,例如增加干扰和不能提供有价值的信息。我们建议将受众成员对其他成员知识的信任程度纳入反向通道通信系统的设计中。基于这种方法,我们提出了克服先前反向信道通信系统的上述缺点的方法和设计考虑。
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引用次数: 3
Performance: what does a body know 表演:身体知道什么
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979547
Bob Pritchard, S. Fels, N. D'Alessandro, M. Witvoet, Johnty Wang, C. Hassall, Helene Day-Fraser, Meryn Cadell
What Does A Body Know? is a concert work for Digital Ventriloquized Actor (DiVA) and sound clips. A DiVA is a real time gesture-controlled formant-based speech synthesizer using a Cyberglove®, touchglove, and Polhemus Tracker® as the main interfaces. When used in conjunction with the performer's own voice solos and "duets" can be performed in real time.
身体知道什么?是数字腹语演员(DiVA)和声音剪辑的音乐会作品。A DiVA是一种实时手势控制的基于共振峰的语音合成器,使用Cyberglove®,touchglove®和Polhemus Tracker®作为主要界面。当与表演者自己的声音一起使用时,独奏和“二重唱”可以实时执行。
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引用次数: 2
SandCanvas: new possibilities in sand animation SandCanvas:沙子动画的新可能性
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979562
Rubaiat Habib Kazi, Kien Chuan Chua, Shengdong Zhao, Richard C. Davis, Kok-Lim Low
Sand animation is a performance art technique in which an artist tells stories by creating animated images with sand. Inspired by this medium, we have developed a new multi-touch digital artistic medium named SandCanvas that simplifies the creation of sand animations. The elegance of sand animation lies in the seamless flow of expressive hand gestures that cause images to fluidly evolve, surprising and delighting audiences. While physical sand animation already possesses these properties, SandCanvas enhances them. SandCanvas's color and texture features enable faster, more dramatic transitions, while its mixed media and gesture recording features make it possible to create entirely new experiences. Session recording and frame capture complement these capabilities by simplifying post-production of sand animation performances.
沙子动画是艺术家用沙子制作动画图像来讲述故事的表演艺术技术。受这种媒介的启发,我们开发了一种名为SandCanvas的新型多点触控数字艺术媒介,简化了沙动画的创建。沙子动画的优雅之处在于表现力手势的无缝流动,使图像流畅地演变,给观众带来惊喜和愉悦。虽然物理沙动画已经拥有这些属性,但SandCanvas增强了它们。SandCanvas的颜色和纹理功能可以实现更快、更戏剧性的过渡,而其混合媒体和手势记录功能可以创造全新的体验。会话记录和帧捕捉通过简化沙动画表演的后期制作来补充这些功能。
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引用次数: 2
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CHI '11 Extended Abstracts on Human Factors in Computing Systems
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