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Semi-Autonomous Drive and its Effect on Mode Awareness and User Experience 半自主驾驶及其对模式感知和用户体验的影响
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335122
Fjollë Novakazi
This paper outlines thesis work aiming to describe and understand the phenomenon of ‘mode confusion’ in the interaction between driver and semi-autonomous vehicles. The final thesis goal is to develop a set of design principles, which can guide the development of in-vehicle information systems to enhance the user experience of semi-automated driving. The scientific approach chosen to address the described knowledge gaps, consists of two phases; an exploratory research phase aiming to understand the research field, which is followed by a design research approach aiming to develop design guidelines. This paper describes the first phase of the project, which aims to build a theoretical framework and finally define a hypothesis concerning the phenomenon of ‘mode confusion’. A first draft of the developed hypothesis is presented.
本文概述了旨在描述和理解驾驶员与半自动驾驶车辆交互中的“模式混淆”现象的论文工作。论文的最终目标是制定一套设计原则,以指导车载信息系统的开发,增强半自动驾驶的用户体验。所选择的解决所描述的知识差距的科学方法包括两个阶段;探索性研究阶段,旨在了解研究领域,随后是设计研究方法,旨在制定设计指南。本文描述了该项目的第一阶段,旨在建立一个理论框架,并最终定义一个关于“模式混淆”现象的假设。提出了已发展的假设的初稿。
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引用次数: 0
Proceedings of the 31st European Conference on Cognitive Ergonomics 第31届欧洲认知工效学会议论文集
Pub Date : 2019-09-10 DOI: 10.1145/3335082
M. Mulvenna, Raymond R. Bond
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引用次数: 0
“I Don't Understand…” Issues in Self-Quantifying Commuting “我不明白……”自我量化通勤中的问题
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335100
Cécile Boulard, S. Castellani, T. Colombino, A. Grasso
In the context of addressing global warming issues one of the possible approaches is to provide individuals with tools that support behavior change toward greener practices, as for example in commuting. This paper illustrates the results of a study that we conducted on the effectiveness of self-tracking of commuting data where participants received daily feedback on the financial costs and CO2 emissions associated to their mobility practices. In the results, we describe situations where users either misunderstood or did not accept the data and the models utilized to represent them, highlighting a limitation that diary instruments (and underlying models) of this type would have in supporting people to reflect upon and possibly change their mobility choices.
在解决全球变暖问题的背景下,一种可能的方法是为个人提供支持行为转变的工具,例如在通勤方面。本文阐述了我们对通勤数据自我跟踪的有效性进行的一项研究的结果,在这项研究中,参与者每天都会收到与他们的出行实践相关的财务成本和二氧化碳排放的反馈。在结果中,我们描述了用户误解或不接受用于表示数据和模型的情况,强调了这种类型的日记工具(和底层模型)在支持人们反思和可能改变他们的移动选择方面的局限性。
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引用次数: 0
Adapting Applied Cognitive Task Analysis to identify cognitive challenges in sea pilotage 应用认知任务分析识别海上引航中的认知挑战
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335096
Stella Parisi, D. Nathanael
This paper presents the adaptation of the knowledge elicitation technique of Applied Cognitive Task Analysis for the maritime navigation domain. ໿The aim is to understand how sea pilots use their expert knowledge for evaluating a situation during a critical navigation act. The findings have implications for the appropriateness of the methodology in the field and for the elicitation of expert knowledge related to safety critical tasks in the maritime domain. The results of this study form a foundation for further research on the cognitive processes that pilots deploy during critical navigation maneuvers and outline the challenges for the applicability of the proposed adaptation for knowledge elicitation in the domain.
本文将应用认知任务分析中的知识启发技术应用于航海领域。໿目的是了解海上飞行员如何使用他们的专业知识来评估关键导航行为中的情况。调查结果对该领域方法的适当性和对获取与海事领域安全关键任务有关的专家知识具有影响。本研究的结果为进一步研究飞行员在关键导航操作中部署的认知过程奠定了基础,并概述了该领域知识获取适应性的适用性所面临的挑战。
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引用次数: 1
Carrot & Stick: Electrical Muscle Stimulation output generated through incentivized/de-incentivized exergames 胡萝卜加大棒:通过激励/去激励运动产生的肌肉电刺激输出
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335108
Joey Campbell, Mike Fraser
Exertion based video games have sought to encourage physical activity. In this paper we explore whether haptic intervention by the exertion game can encourage physical performance. Our system asks users to perform a series of repetitive strenuous tasks comparable to everyday exercise in a gym. Using Electrical Muscle Stimulation (EMS), we introduce two further conditions to the exercise. ‘Carrot’ condition applies EMS to enhance muscle contraction in compliance with the exercise motion, in our case exaggerating bicep contraction during a bicep flex. ‘Stick’ condition applies EMS to counteract muscle contraction in opposition to the exercise motion, in our case activating triceps contraction during a bicep flex. Our aim was to explore whether physical exertion in a virtual environment could be increased through these techniques, either by explicitly supporting or further challenging the movement with EMS. This paper discusses the design, implementation and results of this project.
基于运动的电子游戏试图鼓励身体活动。在本文中,我们探讨了运动游戏的触觉干预是否可以促进身体表现。我们的系统要求用户执行一系列重复性的艰苦任务,类似于在健身房的日常锻炼。使用肌肉电刺激(EMS),我们在锻炼中引入了两个额外的条件。“胡萝卜”状态应用EMS来增强肌肉收缩,以配合运动动作,在我们的案例中,在二头肌弯曲时放大二头肌收缩。“棒”状态应用EMS来抵消与运动运动相反的肌肉收缩,在我们的案例中,在二头肌弯曲时激活三头肌收缩。我们的目的是探索虚拟环境中的体力消耗是否可以通过这些技术来增加,无论是通过明确支持还是进一步挑战EMS的运动。本文论述了该项目的设计、实施和效果。
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引用次数: 2
Pilot evaluation of a persuasive mobile application to change individuals’ behavior during recurrent myocardial infarction 一个有说服力的移动应用程序的试点评估,以改变复发性心肌梗死期间个人的行为
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335102
E. Prytz, P. Johansson, S. Lawesson, M. Ericsson, I. Thylén
Objective: The objective of the current study was to develop and evaluate a persuasive decision-support aiming at reducing pre-hospital delay and increasing ambulance service use for patients who suffer from a recurrent myocardial infarction. Materials and methods: The system was developed as a prototype mobile application for smartphones. The system was evaluated by four end-users with previous experience of myocardial infarction. The user tests were complemented with cognitive walkthroughs and heuristic evaluation. Results: A total of 14 persuasive design principles were used to guide the design of the system. The usability was regarded as high with an average score of 82 on the System Usability Scale. The users reported that they found the system highly persuasive. Conclusions: User-centered design together with persuasive design principles through iterative testing and development has resulted in a prototype app with potential to improve patients’ care-seeking behavior. The content in the prototype will be further evaluated before it is integrated in educational interventions.
目的:当前研究的目的是开发和评估一种有说服力的决策支持,旨在减少院前延误,增加复发性心肌梗死患者的救护车服务使用。材料和方法:该系统是作为智能手机的原型移动应用程序开发的。该系统由四位具有心肌梗死经验的最终用户进行评估。用户测试辅以认知演练和启发式评估。结果:共采用14条说服设计原则指导系统设计。可用性被认为是高的,在系统可用性量表上平均得分为82分。用户报告说,他们发现这个系统非常有说服力。结论:以用户为中心的设计和有说服力的设计原则,通过反复测试和开发,形成了一个有潜力改善患者求医行为的原型应用。在将原型中的内容纳入教育干预之前,将对其进行进一步评估。
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引用次数: 0
How does the visual aesthetics of positively-framed messages impact their motivational capacity? 积极框架信息的视觉美学如何影响他们的激励能力?
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335085
Lígia Duro, T. Romão, E. Karapanos, Pedro F. Campos
Many people nowadays engage with motivational text messages embedded in a visual presentation. However, empirical studies of the impact of textual messages on users’ motivation to exercise have paid little attention to how their visual appeal impacts their motivational capacity. We conducted an online experiment to explore the impact of visual aesthetics on the motivational capacity of positively-framed textual messages. Participants were assigned to three conditions: positively-framed messages a) presented as text-only (no-aesthetics), b) presented with high visual appeal (beautiful), and c) presented with low visual appeal (ugly). Contrary to our expectations, the perceived visual appeal of a message show no impact on its motivational capacity in terms of how motivating it was perceived to be, nor on extrinsic identified behavior regulation. The implications of these results on the design of interactive systems, and physical activity trackers in particular, are discussed herein.
如今,许多人都在使用嵌入在视觉演示中的励志短信。然而,文本信息对用户运动动机影响的实证研究很少关注文本信息的视觉吸引力如何影响用户的运动动机能力。我们进行了一项在线实验,以探索视觉美学对积极框架文本信息的动机能力的影响。参与者被分配到三个条件:积极框架的信息:a)纯文本(无美学),b)高视觉吸引力(美丽),c)低视觉吸引力(丑陋)。与我们的预期相反,信息的视觉吸引力对其激励能力没有影响,就其被感知的激励程度而言,也没有影响外在识别的行为调节。本文讨论了这些结果对交互系统设计的影响,特别是对身体活动跟踪器的影响。
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引用次数: 2
Specification of Drivers’ Behavior in Partially Automated Vehicles for Microscopic Simulation Models 面向微观仿真模型的部分自动驾驶车辆驾驶员行为规范
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335118
Rita Rodrigues, A. Bastos, Á. Seco
The implementation of safety systems on vehicles is expected to introduce dramatic and prominent changes, into our transportation system. On the present, most sophisticated systems currently available to the public, fall under the Society of Automotive Engineers Level 2 - Partial Automation. Over the past decades, modeling traffic has become a fundamental instrument in the planning and operational processes of sustainable mobility. In particular, microscopic simulation tools grant the power to represent the traffic general behavior, through mathematical models such as the car-following, among others. Yet, with the increasing number of automated vehicles (AVs) in our transportation system, it is still uncertain the impacts that these will have, in different traffic conditions. Therefore, becomes essential that microscopic simulation can cope as well with the emerging technologies effects on traffic. This document describes the research methodology that will be used to collect and incorporate Partial Automation effects in a car-following model, to assess impacts in the driving behavior and practical implications. To properly address the challenges inherent to this research project, it was defined four main phases of investigation: (1) Assessment of realistic data collection methods; (2) Drivers’ behavioral adaptation in vehicles equipped with Partial Automation; (3) Microscopic modeling integration problems, and (4) Analyze of the practical effects of vehicles equipped with partial automation in terms of road safety and capacity. The main contribution of this Ph.D. is the improvement of a car-following model based on real traffic data, which will allow addressing uncertainties in assumptions about the future and will prepare decision makers and planners for potential outcomes.
车辆安全系统的实施预计会给我们的交通系统带来巨大而显著的变化。目前,公众可以使用的最复杂的系统都属于汽车工程师协会的第2级——部分自动化。在过去的几十年里,交通建模已经成为可持续交通规划和运营过程中的基本工具。特别是,微观模拟工具赋予了通过数学模型(如汽车跟随等)来表示交通一般行为的能力。然而,随着自动驾驶汽车(AVs)在我们的交通系统中的数量不断增加,在不同的交通条件下,这些车辆将产生的影响仍然是不确定的。因此,微观模拟能够很好地应对新兴技术对交通的影响变得至关重要。本文档描述了将用于收集和合并汽车跟随模型中的部分自动化效果的研究方法,以评估对驾驶行为的影响和实际意义。为了正确解决本研究项目固有的挑战,它定义了四个主要的调查阶段:(1)评估现实的数据收集方法;(2)部分自动化车辆驾驶员行为适应;(3)微观建模集成问题;(4)分析部分自动化车辆在道路安全和运力方面的实际效果。该博士学位的主要贡献是改进了基于真实交通数据的汽车跟随模型,这将允许解决未来假设中的不确定性,并为决策者和规划者准备潜在的结果。
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引用次数: 0
User Tracking Accuracy during Smooth Pursuit of a Target with and without a Crosshair 在有和没有准星的情况下,用户在平滑追踪目标时的跟踪精度
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335110
Assaf Botzer, Tomer Elbaum, Michael Wagner
Gaze interface is a human-computer interaction method that offers numerous benefits to users. Therefore, researchers and practitioners are investigating key design issues in gaze interfaces. In this investigation, we compared user tracking accuracy during smooth pursuit of a target with and without a crosshair. Our comparison was based on data from an experiment in which participants tracked a moving target with a crosshair that they controlled with their eyes and on data from a similar experiment in which users tracked the same target without a crosshair. Maneuvering types and velocity of the target alternated between the experimental blocks. We found that mean tracking accuracy was lower when the target was moving faster and when participants used a crosshair. Our findings suggest that the usage of pointers (e.g., crosshairs, cursors) during smooth pursuit of targets might impair tracking accuracy. These findings resonate with previous concerns about the shifting of user attention from the target to the pointer.
注视界面是一种人机交互方式,为用户提供了许多好处。因此,研究者和实践者正在研究注视界面的关键设计问题。在本研究中,我们比较了用户在使用和不使用十字准星平滑追踪目标时的跟踪精度。我们的比较是基于一个实验的数据,在这个实验中,参与者用他们用眼睛控制的十字准星跟踪一个移动的目标,而在另一个类似的实验中,用户不用十字准星跟踪同一个目标。目标的机动类型和速度在实验块之间交替。我们发现,当目标移动得更快时,当参与者使用准星时,平均跟踪精度会降低。我们的研究结果表明,使用指针(例如,十字准星,光标)在顺利追求目标可能会损害跟踪的准确性。这些发现与之前关于用户注意力从目标转移到指针的担忧产生了共鸣。
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引用次数: 1
A Framework for the Development of a Dynamic Adaptive Intelligent User Interface to Enhance the User Experience 一个开发动态自适应智能用户界面以增强用户体验的框架
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335125
V. Johnston
The aim of this paper is to present PhD research that aims to enhance the User Experience by proposing a framework that combines the three core components of: dynamic interfaces; adaptive interfaces; and intelligent interfaces. Initial research into the field has identified a gap at the intersection of these types of interaction. A dynamic interaction understands the user, their device and their physical environment to provide a basic User Experience. An adaptive interaction understands the user's capabilities further to implement an enhanced experience via usability and accessibility whilst recognising the flow of the user and their pipeline. The intelligent interaction builds further upon this through the incorporation of Machine Learning algorithms that assist in making the interface intelligent and provide a personalised experience for each user based upon their end goal. This in turn will reduce a user's cognitive load and enhance their interactive experience with an interface.
本文的目的是介绍博士的研究,旨在通过提出一个框架来增强用户体验,该框架结合了三个核心组件:动态界面;自适应界面;智能接口。对该领域的初步研究发现,在这些类型的相互作用的交叉点上存在差距。动态交互了解用户、他们的设备和物理环境,以提供基本的用户体验。自适应交互进一步理解用户的能力,通过可用性和可访问性实现增强的体验,同时识别用户的流程和他们的管道。通过结合机器学习算法,智能交互进一步建立在此基础上,帮助使界面智能化,并根据每个用户的最终目标为他们提供个性化体验。这反过来又会减少用户的认知负荷,增强他们与界面的交互体验。
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引用次数: 10
期刊
Proceedings of the 31st European Conference on Cognitive Ergonomics
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