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Proceedings of the 31st European Conference on Cognitive Ergonomics最新文献

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Evaluating an Early Motion Planning Feedforward Sensorimotor Mechanism for 2D Sketching 评估早期运动规划前馈感觉运动机制的二维素描
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335089
Paraskevi Kritopoulou, S. Manitsaris, A. Manitsaris
Movement-based interactive systems, and gesture recognition in general, can contribute to the human learning of motor skills. This paper presents the design and initial evaluation of a sensori-motor learning mechanism that provides on-line feedforward to the user when s/he repeats a gesture. This mechanism is based on real time statistical comparison between the input and reference gesture as well as on early motion planning principles that generate the feedforward. It has been implemented for improving the motor control in 2D sketching. 14 participants were appointed to evaluate whether this mechanism has the ability to impart motor skills.
基于动作的交互系统,以及一般的手势识别,都有助于人类学习运动技能。本文介绍了一种感觉-运动学习机制的设计和初步评估,该机制在用户重复手势时提供在线前馈。这种机制是基于输入和参考手势之间的实时统计比较,以及产生前馈的早期运动规划原则。它已用于改进二维绘图中的电机控制。14名参与者被指派评估这种机制是否有能力传授运动技能。
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引用次数: 0
How Freedom is Undermined by Advanced Technology and What to Do About It 自由是如何被先进技术破坏的,我们该怎么做
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335099
Gerlinde Weger
This paper will provide a three-part analysis to demonstrate that automated decision-making systems (ADMS), representing advanced technologies, can and do undermine our freedom. The analysis will assess their impact on our freedom with three perspectives of how freedom can be defined. Based on each perspective, the paper will address how the encroachment to our freedom can be mitigated, preserved or regained. The three-part analysis will focus on Charles Taylor’s concept of having autonomy to exercise control over one’s life; interference from the perspective of Philip Pettit’s concept of domination-antipower and Sharon Krause’s framing of the socially distributed character of human agency and how technological and human bias impacts freedom. This layered analysis captures the complex impact advanced technologies have on our freedom.
本文将提供三部分分析,以证明代表先进技术的自动决策系统(ADMS)可以并且确实破坏了我们的自由。分析将从如何定义自由的三个角度来评估它们对我们自由的影响。基于每一个观点,本文将讨论如何减轻、保护或恢复对我们自由的侵犯。这三部分的分析将集中在查尔斯·泰勒(Charles Taylor)的自主概念上,即对自己的生活进行控制;从菲利普·佩蒂特的统治-反权力概念和莎伦·克劳斯对人类代理的社会分布特征的框架以及技术和人类偏见如何影响自由的角度来研究干涉。这种分层分析抓住了先进技术对我们的自由产生的复杂影响。
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引用次数: 0
CartRight: Maintaining Good Posture in the Presence of Adaptive Haptics 墨盒:在自适应触觉的存在下保持良好的姿势
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335088
Joey Campbell, Mike Fraser
Haptic VR systems exert dynamically varying forces on virtually embodied users. VR approaches have always presented ergonomic challenges, but the emergence of adaptive haptics makes it increasingly difficult to maintain good posture. We look at the example of pushing a virtual shopping cart to explore relationships that exist between posture and adaptive haptics. Two experimental studies demonstrate (1) a direct effect of adaptive haptics on poor posture; and (2) that real-time feedback improves posture, even under significant dynamic musculoskeletal loading. Our findings suggest it is important to incorporate posture feedback in haptic VR design, and we also show that the resulting good posture extends beyond feedback.
触觉虚拟现实系统对虚拟用户施加动态变化的力。VR方法一直存在人体工程学方面的挑战,但自适应触觉的出现使得保持良好姿势变得越来越困难。我们以推虚拟购物车为例,探索姿势和自适应触觉之间的关系。两项实验研究表明:(1)适应性触觉对不良体态有直接影响;(2)实时反馈改善姿势,即使在显著的动态肌肉骨骼负荷下。我们的研究结果表明,在触觉VR设计中结合姿势反馈是很重要的,我们还表明,由此产生的良好姿势超出了反馈。
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引用次数: 0
Narrative Structure of Museum Guided Tours 博物馆导览的叙事结构
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335095
V. Papakostopoulos, Anna Vaptisma, D. Nathanael
In this study a naturalistic observation followed by a qualitative content analysis of four guided tours in the Acropolis Slopes’ gallery, of the Acropolis museum, was conducted for examining (i) to what degree do guides structure their narratives on a per exhibit basis, and if so (ii) to what extent is the wider storyline built upon the successive examination of exhibits. The two research questions stem from the design issues recognised in the realm of digital storytelling, namely, to provide seamless transition among various exhibits without causing either story incoherence or museum fatigue. To this end, two researchers acting as visitors arranged four private guided tours at the Acropolis Museum, i.e., two licensed tourist guides and two professors in archaeology. Results showed that although it is possible for some guides (i.e. archaeologists) to unfold their narratives based on exhibits per se, a superior practice was observed by the licensed tour guides entailing narratives that unify many exhibits under a particular perspective (e.g. how the ancient people were related with the exhibits). The above results are discussed under the scope of digital storytelling design.
在本研究中,对雅典卫城博物馆的雅典卫城斜坡画廊的四个导游进行了自然主义的观察和定性的内容分析,以检查(i)导游在每个展览的基础上构建叙事的程度,如果是这样的话(ii)更广泛的故事情节在多大程度上建立在对展品的连续检查之上。这两个研究问题源于数字叙事领域公认的设计问题,即在各种展品之间提供无缝过渡,而不会导致故事不连贯或博物馆疲劳。为此目的,两名研究人员作为参观者在雅典卫城博物馆安排了四名私人导游,即两名持牌导游和两名考古学教授。结果表明,尽管一些导游(如考古学家)可能会根据展品本身展开他们的叙述,但持牌导游的做法更优越,他们需要在特定视角下统一许多展品(例如,古人如何与展品联系在一起)。以上结果是在数字叙事设计的范围内进行讨论的。
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引用次数: 1
Cognitive ergonomics for data analysis 数据分析的认知工效学
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335112
V. Kalakoski, A. Henelius, Emilia Oikarinen, Antti Ukkonen, K. Puolamäki
Today's ever-increasing amount of data places new demands on cognitive ergonomics and requires new design ideas to ensure successful human–data interaction. Our aim is to identify the cognitive factors that require attention when designing systems to improve decision-making based on large amounts of data. We designed an experiment that simulates the typical cognitive demands people encounter in data analysis situations. We demonstrate some essential cognitive limitations using a behavioural experiment with 20 participants. The studied task presented the participants with critical and noncritical attributes that contained information on two groups of people. They had to select the response option (group) with a higher frequency of critical attributes. The results showed that accuracy of judgement decreased as the amount of information increased, and that judgement was affected by irrelevant information. Our results thus demonstrate critical cognitive limitations when people utilise data and suggest a cognitive bias in data-based decision-making. Therefore, when designing for cognition, we should consider the human cognitive limitations that are manifested in a data analysis context and develop general cognitive ergonomics guidelines for design to support the utilisation of data and improve data-based decision-making.
当今不断增长的数据量对认知人体工程学提出了新的要求,并需要新的设计思想来确保成功的人与数据交互。我们的目标是确定在设计系统时需要注意的认知因素,以改善基于大量数据的决策。我们设计了一个实验,模拟人们在数据分析情境中遇到的典型认知需求。我们通过20名参与者的行为实验证明了一些基本的认知局限性。研究任务向参与者展示了包含两组人信息的关键和非关键属性。他们必须选择关键属性出现频率较高的响应选项(组)。结果表明,判断的准确性随着信息量的增加而降低,判断受到无关信息的影响。因此,我们的结果表明,当人们利用数据时,关键的认知局限性,并建议在基于数据的决策中存在认知偏差。因此,在为认知进行设计时,我们应该考虑在数据分析背景下表现出来的人类认知局限性,并制定通用的认知工效学设计指南,以支持数据的利用和改进基于数据的决策。
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引用次数: 3
Evaluating Electronic Ink Display Technology for Use in Drawing and Note Taking 评价电子墨水显示技术在绘图和笔记中的应用
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335105
Ulrik Söderström, Måns Hellgren, Thomas Mejtoft
In recent years, electronic paper – a display technology known for its low power consumption and paper-like appearance has started emerging in several consumer products, replacing reading and writing on regular paper to some extent. In this paper, the capabilities of electronic ink technology is evaluated in the context of drawing and note taking. Our tests were done by letting test participants use two different tablet devices as replacements for daily activities that usually require pen and paper; the reMarkable, using an electronic ink display, and the Apple iPad, using an LCD screen. The results from the tests showed that for writing, the reMarkable was superior to the iPad, although insufficient when it comes to software and user experience. This shows that the nature of tasks performed throughout a day benefits from a less niched, more do-all device such as an iPad. In summary, the results from this evaluation shows that while the technology has come a long way mimicking the look and feel of paper, integrating electronic paper technology into a tablet in this case demands a little too much of the technology itself. Ultimately, electronic paper still has some way to go before being the go to paper replacement that has been long sought after.
近年来,电子纸——一种以低功耗和像纸一样的外观而闻名的显示技术,已经开始在一些消费产品中出现,在一定程度上取代了在普通纸上阅读和书写。在本文中,电子墨水技术的能力评估在绘图和笔记的背景下。我们的测试通过让测试参与者使用两种不同的平板设备来代替通常需要笔和纸的日常活动;使用电子墨水显示屏的macbook和使用液晶显示屏的iPad。测试结果显示,在书写方面,macbook macbook优于iPad,但在软件和用户体验方面表现不佳。这表明,一天中完成的任务的性质得益于iPad等不那么小众、更全能的设备。总之,这次评估的结果表明,虽然这项技术在模仿纸张的外观和感觉方面取得了长足的进步,但在这种情况下,将电子纸技术集成到平板电脑中对技术本身的要求有点过高。最终,电子纸在成为人们长期追求的纸质替代品之前还有一段路要走。
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引用次数: 0
User Archetype Discovery By Cluster Analysis of Caller Log Data: Tenure Evolution is Stable as Time Period Reduces 通过对调用者日志数据的聚类分析发现用户原型:保留期随着时间的缩短而稳定演变
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335090
Robin Turkington, M. Mulvenna, R. Bond, S. O’neill, C. Armour
Clustering analysis, or clustering, is an activity which can be applied to user event log data to determine the types of users which exist within a service, and can be used to gain insights into the client base by their behaviour. However, when applied to longitudinal user event log data, clustering can potentially misclassify regular users as ’one-off’ if their last interaction within their tenure of the service appears at the beginning of the observable data set. The main objective of this study was to investigate whether any impact of user tenure within longitudinal data on k-means clustering accuracy would occur. The current paper subjected a large telephony call log data set from a helpline to a k-means clustering algorithm to determine the types of callers that contact the helpline based on their usage characteristics (number of calls, mean duration of calls and variability of call duration). A threshold of one-month increments were applied to the data (callers appearing before the threshold but not after were removed each time) and then subsequently subjected to k-means clustering. Results showed that cluster structures remained stable after each threshold condition. Significant differences in cluster centers were found in one cluster across tenure conditions.
聚类分析或聚类是一种可以应用于用户事件日志数据的活动,以确定服务中存在的用户类型,并且可以通过他们的行为来了解客户群。然而,当应用于纵向用户事件日志数据时,如果常规用户在其服务期限内的最后一次交互出现在可观察数据集的开始,聚类可能会将其错误地分类为“一次性”。本研究的主要目的是调查纵向数据中的用户任期是否会对k-means聚类精度产生影响。本论文将求助热线的大量电话呼叫记录数据集应用于k-means聚类算法,以根据其使用特征(呼叫数量、呼叫平均持续时间和呼叫持续时间的可变性)确定联系求助热线的呼叫者类型。对数据应用一个月增量的阈值(每次删除在阈值之前出现的调用者,而不是在阈值之后出现的调用者),然后进行k-means聚类。结果表明,在每个阈值条件下,聚类结构都保持稳定。在一个集群中,在保留期条件下,集群中心存在显著差异。
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引用次数: 2
Comparing Millennials View on Minimalism And Maximalism in Web Design 比较千禧一代对网页设计中极简主义和极简主义的看法
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335104
Ulrik Söderström, L. Carlsson, Thomas Mejtoft
This study evaluates how Generation Y, also known as millennials, perceive different web design approaches. Two web design approaches were compared, using methods in User Experience design. The first approach is minimalism and the second one is maximalism. Minimalism has been a recurring web design trend ever since the end of the twentieth century. Maximalism is claimed to be the most important web design trend of 2018. The interesting question is if millennials who have grown up with minimalism in web design are interested in a new approach – the maximal approach. This study probe the opinions, thoughts and emotions of millennials after they have browsed two websites, one developed with minimalism and one developed with maximalism. The results show that the participants in this study were more exited by the maximal design. However, combining quantitative and qualitative data, the conclusion is that the different design approaches are more or less suitable to use depending on the message that the website is supposed to convey.
这项研究评估了Y一代,也被称为千禧一代,如何看待不同的网页设计方法。使用用户体验设计的方法,对两种网页设计方法进行了比较。第一种方法是极简主义,第二种是极简主义。自20世纪末以来,极简主义一直是反复出现的网页设计趋势。极简主义被认为是2018年最重要的网页设计趋势。有趣的问题是,在网页设计中伴随着极简主义成长起来的千禧一代是否对一种新的方法——最大化方法感兴趣。本研究探讨了千禧一代在浏览了两个网站后的观点、想法和情绪,一个是极简主义的,一个是极简主义的。结果表明,最大设计对被试更有吸引力。然而,结合定量和定性数据,结论是不同的设计方法或多或少适合使用,这取决于网站应该传达的信息。
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引用次数: 3
Adaptive Automation through Interactive Visualization 通过交互式可视化实现自适应自动化
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335123
Magnus Nylin
My main research question is how adaptive automation through interactive visualization can be used to improve human-automation collaboration. The research is performed in a cross-domain project including air traffic control, train control, and vessel traffic service, where I mainly focus at air traffic control. All domains are safety critical, include highly complex control room environments, and are facing increasing automation with thereby associated challenges. Adaptive automation by sensing the operator is one approach to mitigate potential automation problems. The first studies will be performed using a prototype with a graphical representation of an automated conflict detection tool where the operator gets visual attention support based on eye tracker data. Different concepts of information visualization feedback will be explored. A literature review on adaptive automation indicated that the projects approach is novel in its combination of adaptive automation, information visualization, and by its cross-domain nature. Finding the best ways of taking advantage of the cross-domain approach, how to get access to operative environments and operators, and how to find effective, yet unobtrusive, sensors are some of the identified challenges.
我的主要研究问题是如何通过交互式可视化的自适应自动化来改善人类自动化协作。本研究是一个跨领域的项目,包括空中交通管制、列车管制和船舶交通服务,我主要研究空中交通管制。所有领域的安全都是至关重要的,包括高度复杂的控制室环境,并且面临着越来越多的自动化,从而带来了相关的挑战。通过感知操作人员的自适应自动化是减轻潜在自动化问题的一种方法。第一批研究将使用带有自动冲突检测工具图形表示的原型进行,操作员可以根据眼动仪数据获得视觉注意力支持。将探讨信息可视化反馈的不同概念。对自适应自动化的文献综述表明,项目方法是一种新颖的方法,它结合了自适应自动化、信息可视化和跨领域的性质。找到利用跨域方法的最佳方法,如何进入操作环境和操作人员,以及如何找到有效且不显眼的传感器是一些已确定的挑战。
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引用次数: 0
Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality 老年人在虚拟客厅中一起吃饭:增强虚拟中吃饭的机会和限制
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335093
Dannie Korsgaard, Thomas Bjørner, P. K. Sørensen, J. Bruun-Pedersen
This study used augmented virtuality with an overall aim to prevent undernourishment among older adults. The purpose was to facilitate remote social eating for solitary older adults, as people tend to eat more when socializing. In this study, an augmented virtuality application was developed in which a physical cake buffet and a virtual living room coexisted and interacted in real time. This was possible using an Oculus Rift CV1 HMD with an Intel Realsense SR300 depth sensor mounted on top of the HMD. The study included initial workshops with 30 experts and 16 older adults, prototyping with 7 mobility-restricted older adults, and a final user study with 27 older adults. In the user study, we evaluated the user experience of a system designed to establish a meal conversation between three older friends while eating a solitary meal in augmented virtuality. Within three overall factors (user, context, and system), we outlined sub- elements that constituted both opportunities and limitations, which included interactions, perceptions, and behavior in the augmented virtuality. The virtual living room was described very positively by all participants. However, there were also some technological limitations in terms of fidelity, HMD comfort, and quality. When developing virtual environments, we found it very important to include very specific elements within the user, contextual and system categories, as well including qualitative methods throughout the entire design process.
这项研究使用增强虚拟技术,总体目的是防止老年人营养不良。其目的是为独居的老年人提供远程社交饮食便利,因为人们在社交时往往会吃得更多。在本研究中,我们开发了一个增强虚拟应用程序,其中一个实体蛋糕自助餐和一个虚拟客厅共存并实时交互。这可以使用Oculus Rift CV1头戴式显示器和安装在头戴式显示器顶部的英特尔Realsense SR300深度传感器。这项研究包括有30位专家和16位老年人参加的初步研讨会,有7位行动不便的老年人参加的原型设计,以及有27位老年人参加的最终用户研究。在用户研究中,我们评估了一个系统的用户体验,该系统旨在建立三个老朋友在增强虚拟环境中单独用餐时的用餐对话。在三个整体因素(用户、环境和系统)中,我们概述了构成机会和限制的子元素,其中包括增强虚拟中的交互、感知和行为。所有参与者对虚拟客厅的描述都非常积极。然而,在保真度、头戴式显示器的舒适度和质量方面也存在一些技术限制。在开发虚拟环境时,我们发现在用户、环境和系统类别中包含非常具体的元素以及在整个设计过程中包含定性方法是非常重要的。
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引用次数: 11
期刊
Proceedings of the 31st European Conference on Cognitive Ergonomics
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