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Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems最新文献

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Motion, Emotion, and Form: Exploring Affective Dimensions of Shape 运动、情感和形式:探索形状的情感维度
Edward F. Melcer, K. Isbister
In this paper, we present a study examining how individuals embody emotion within form. Our findings provide a general taxonomy of affective dimensions of shape consistent with and extending previous literature. We also show that ordinary people can reasonably construct embodied shapes using affective dimensions, and illustrate that emotion is conveyed through both visual dimensions and tactile manipulations of shape. Participants used three distinct strategies for embodiment of emotion through shape: the look of a shape (visual representation), creation of a shape symbolizing the experience of an intended emotion (metaphor), and by evoking the intended emotion in the creator through affective movements and manipulations during construction (motion). This work ties together and extends understanding around emotion and form in HCI subdomains such as tangible embodied interaction, emotional assessment, and user experience evaluation.
在本文中,我们提出了一项研究,探讨个人如何在形式中体现情感。我们的研究结果提供了形状的情感维度的一般分类,与以前的文献一致并扩展。我们还发现,普通人可以合理地利用情感维度构建具身形状,并说明情感通过形状的视觉维度和触觉操纵来传达。参与者使用了三种不同的策略来通过形状来体现情感:形状的外观(视觉表征),创造一个象征预期情感体验的形状(隐喻),以及在构建过程中通过情感动作和操纵来唤起创造者的预期情感(动作)。这项工作将情感和形式联系在一起,扩展了对人机交互子领域(如有形具体化交互、情感评估和用户体验评估)的理解。
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引用次数: 12
Exploring the Potential of Children in Crowdsourcing 探索儿童在众包中的潜力
S. Manojlovic, K. Gavrilo, J. D. Wit, Vassilis-Javed Khan, P. Markopoulos
Recently, companies and academia have turned to crowdsourcing to stimulate creativity and innovation. Although children's creative nature has been well documented in the design process in co-creation for new products and/or services, this has not yet extended to crowdsourcing. With this paper, we investigate -- through crowdsourcing -- the gap between children and crowdsourcing. To gather a diverse sample of participants we used CrowdFlower, a crowdsourcing platform, to generate, evaluate and rank ideas and concepts. Results show that 93% of parents and 80% of non-parents would involve children in crowdsourcing. The most valued concept of the crowd was the collaboration between parents and children, who are innovating for companies. This concept involves publishing companies requesting drawings from children for book illustrations.
最近,企业和学术界已经转向众包来激发创造力和创新。虽然在新产品和/或服务的共同创造的设计过程中,儿童的创造性已经得到了很好的证明,但这还没有扩展到众包。在这篇论文中,我们通过众包来调查儿童与众包之间的差距。为了收集不同的参与者样本,我们使用CrowdFlower(一个众包平台)来生成、评估和排名想法和概念。结果显示,93%的家长和80%的非家长会让孩子参与众包。大众最看重的概念是为企业创新的父母和孩子之间的合作。这一概念涉及到出版公司要求儿童为图书插图绘画。
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引用次数: 2
Team Dating: A Self-Organized Team Formation Strategy for Collaborative Crowdsourcing 团队约会:协作众包的自组织团队形成策略
Ioanna Lykourentzou, Shannon Wang, R. Kraut, Steven W. Dow
Online crowds have the potential to do more complex work in teams, rather than as individuals. However, at such a large scale, team formation can be difficult to coordinate. (How) can we rely on the crowd itself to organize into effective teams? Our research explores a strategy for "team dating", a self-organized crowd team formation approach where workers try out and rate different candidate partners. In two online experiments, we find that team dating affects the way that people select partners and how they evaluate them. We use these results to draw useful conclusions for the future of team dating and its implications for collaborative crowdsourcing.
在线人群有潜力以团队的方式完成更复杂的工作,而不是以个人的方式。然而,在如此大规模的情况下,团队组建可能很难协调。(我们如何)依靠人群本身来组织成有效的团队?我们的研究探索了一种“团队约会”策略,这是一种自我组织的群体团队形成方法,员工可以尝试并评估不同的候选伴侣。在两个在线实验中,我们发现团队约会影响了人们选择伴侣的方式以及他们对伴侣的评价。我们利用这些结果为团队约会的未来及其对协作众包的影响得出有用的结论。
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引用次数: 46
Exploring the Use of Visual Annotations in a Remote Assistance Platform 探索可视化注释在远程协助平台中的使用
M. Rice, Shue-Ching Chia, Hong Huei Tay, M. Wan, Liyuan Li, Jamie Ng, Joo-Hwee Lim
In this paper, we report on the evaluation of a remote assistance platform (RAP) that is designed to enable an expert to remotely assist a field operator. A user study with 16 participants was conducted to evaluate its usability with two assembly tasks that varied in their complexity. As part of the assessment, we compared the interaction behavior of our platform with a commercial instant messaging application, which lacked the ability to augment or view video imagery. The results identified differences in the completion times between the two conditions, as we examined the use of visual augmentation, including recommendations to improve the platform.
在本文中,我们报告了对远程辅助平台(RAP)的评估,该平台旨在使专家能够远程协助现场操作人员。一项有16名参与者的用户研究,通过两个复杂程度不同的组装任务来评估其可用性。作为评估的一部分,我们将我们平台的交互行为与商业即时通讯应用程序进行了比较,后者缺乏增强或查看视频图像的能力。结果确定了两种情况下完井时间的差异,因为我们检查了视觉增强的使用,包括改进平台的建议。
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引用次数: 9
Resistance is Fertile: Design Fictions in Dystopian Worlds 抵抗是肥沃的:反乌托邦世界中的设计小说
N. Dalton, R. Moreau, R. Adams
Current work on design fiction has discussed their use for personal reflection, sharing with collaborators, forming a public "vision" but with small numbers of participant readers. We wanted to explore a new way of using design fictions as a tool for discussion with large global audiences via social authoring web sights. To achieve this, we wrote a highly read, science-fiction novel called I'm a Cyborg's Pet (The Thinking Girl's Guide to Surviving a Robot Apocalypse), on an online, social, serial-writing website called Wattpad. We found our readers confounded our initial expectations of dystopian fiction.
目前关于设计小说的工作讨论了它们在个人反思中的用途,与合作者分享,形成一个公共“愿景”,但只有少数参与者读者。我们想探索一种新的方式,将设计小说作为一种工具,通过社会创作网站与全球广大受众进行讨论。为了实现这一目标,我们在一个名为Wattpad的在线社交连载网站上写了一本高阅读率的科幻小说,名为《我是一个半机械人的宠物》(《思考的女孩在机器人末日中生存的指南》)。我们发现我们的读者打乱了我们对反乌托邦小说的最初预期。
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引用次数: 17
ReWear: Early Explorations of a Modular Wearable Construction Kit for Young Children 重新穿戴:幼儿模块化可穿戴建筑套件的早期探索
Majeed Kazemitabaar, Liang He, K. Wang, Chloe Aloimonos, T. Cheng, Jon E. Froehlich
We present, ReWear, a modular 'plug-and-play' construction kit for retrofitting existing textiles (e.g., hats, scarfs, shirts) with interactive electronic and computational behaviors without sewing or the creation of code. While a range of well-designed e-textile toolkits exist (e.g., LilyPad), they cater primarily to adults and older children and present a high barrier of entry for some users. ReWear is part of a larger research agenda, called MakerWear, that is aimed at engaging younger children (ages 4-12) in the creative design, play, and customization of e-textiles/wearables. We discuss our initial ReWear prototype, contrast it with past work, and describe a preliminary evaluation.
我们提出,ReWear,一个模块化的“即插即用”结构套件,用于改造现有的纺织品(例如,帽子,围巾,衬衫),具有交互式电子和计算行为,无需缝纫或创建代码。虽然存在一系列设计良好的电子纺织品工具包(例如LilyPad),但它们主要面向成人和年龄较大的儿童,并且对某些用户来说存在很高的进入门槛。ReWear是名为MakerWear的更大研究议程的一部分,该议程旨在吸引年龄较小的儿童(4-12岁)参与电子纺织品/可穿戴设备的创意设计、游戏和定制。我们讨论了最初的ReWear原型,将其与过去的工作进行了对比,并描述了初步评估。
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引用次数: 16
For Richer, for Poorer, in Sickness or in Health...: The Long-Term Management of Personal Information 无论富有还是贫穷,无论生病还是健康…:个人信息的长期管理
W. Jones, V. Bellotti, Robert G. Capra, J. Dinneen, G. Mark, C. Marshall, Karyn Moffatt, J. Teevan, M. V. Kleek
People are amassing large personal information stores. These stores present rich opportunities for analysis and use in matters of wealth, health, living and legacy. But these stores also bring with them new challenges for managing information across long periods of time. Hence personal information management (PIM) research increasingly must address the long term. For the seventh PIM workshop in a successful series started in 2005, we propose taking a look at personal information with exactly this longitudinal perspective. We expect the workshop to attract a range of people doing research related to PIM, HCI, personal digital archiving, aging, and the design of informational spaces for later life. Attendees will discuss issues related to storing information for the long run, how stored information can benefit a person throughout their lifetime (and into old age), and the legacy of a person's personal information.
人们正在积累大量的个人信息。这些商店为财富、健康、生活和遗产等方面的分析和使用提供了丰富的机会。但这些商店也带来了长时间管理信息的新挑战。因此,个人信息管理(PIM)研究越来越必须解决长期问题。对于2005年开始的成功系列中的第七次PIM研讨会,我们建议从这种纵向视角来查看个人信息。我们希望这次研讨会能够吸引更多的人来从事与PIM、HCI、个人数字存档、老龄化和晚年信息空间设计相关的研究。与会者将讨论与长期存储信息有关的问题,存储的信息如何使一个人在其一生中受益(直到老年),以及一个人的个人信息的遗产。
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引用次数: 21
Presentation Strategies for Micro-Navigation in the Physical World 物理世界中微导航的呈现策略
N. Hamdan, Marcel Lahaye, Christian Corsten, Jan O. Borchers
This work provides first insights into supporting hierarchical micro-navigation in the physical world in a manner relevant to AR systems. In this paper, we study the performance of two presentation strategies in tasks that involve navigating to an object inside a hierarchy of physical containers within the user's reach. We consider two types of navigation aids: Those that provide route knowledge via step-by-step instructions, using simple graphical overlays, and those that provide survey knowledge via map-like overviews, using 3D depth visualizations. We performed a user study using a cardboard mock-up of a spatial display. Our experiment shows that in shallow hierarchies route aids and survey aids perform comparably in terms of navigation time and accuracy. When a target is embedded deeper into a structure, the performance of survey aids is affected negatively, while route aids maintain a consistent performance. Users re- ported that survey aids helped them understand a container hierarchy, but route aids required less processing time and effort, and thus, were more preferred. We found no significant effect of aid type on users' preference. Accordingly, we recommend considering the depth of task when employing these presentation strategies.
这项工作为在物理世界中以与AR系统相关的方式支持分层微导航提供了第一个见解。在本文中,我们研究了两种表示策略在任务中的性能,这些任务涉及在用户范围内的物理容器层次结构中导航到对象。我们考虑了两种类型的导航辅助工具:那些通过逐步说明提供路线知识的,使用简单的图形叠加,以及那些通过类似地图的概述提供调查知识的,使用3D深度可视化。我们使用空间显示器的纸板模型进行了用户研究。我们的实验表明,在浅层次中,路线辅助设备和测量辅助设备在导航时间和精度方面表现相当。当目标嵌入结构较深时,测量辅助设备的性能受到负面影响,而路由辅助设备的性能保持一致。用户报告说,调查辅助工具帮助他们理解容器层次结构,但是路由辅助工具需要更少的处理时间和精力,因此更受欢迎。我们发现,援助类型对用户的偏好没有显著影响。因此,我们建议在使用这些表示策略时考虑任务的深度。
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引用次数: 1
A Participatory Live Music Performance with the Open Symphony System 开放式交响乐系统的参与式现场音乐表演
K. Hayes, M. Barthet, Yongmeng Wu, Leshao Zhang, N. Bryan-Kinns
Our Open Symphony system reimagines the music experience for a digital age, fostering alliances between performer and audience and our digital selves. Open Symphony enables live participatory music performance where the audience actively engages in the music creation process. This is made possible by using state-of-the-art web technologies and data visualisation techniques. Through collaborations with local performers we will conduct a series of interactive music performance revolutionizing the performance experience both for performers and audiences. The system throws open music-creating possibilities to every participant and is a genuine novel way to demonstrate the field of Human Computer Interaction through computer-supported cooperative creation and multimodal music and visual perception.
我们的开放交响曲系统重新构想了数字时代的音乐体验,促进了表演者和观众以及我们的数字自我之间的联盟。“开放交响曲”是观众积极参与音乐创作过程的现场参与式音乐演出。这是通过使用最先进的网络技术和数据可视化技术实现的。通过与本地表演者的合作,我们将举办一系列互动音乐表演,为表演者和观众带来革命性的表演体验。该系统为每个参与者提供了音乐创作的可能性,是一种真正的新颖方式,通过计算机支持的合作创作、多模态音乐和视觉感知来展示人机交互领域。
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引用次数: 13
Embodied Encounters Studio: A Tangible Platform for Sensemaking Embodied Encounters工作室:一个表达意义的有形平台
Caroline Hummels
This papers shows the Embodied Encounters Studio (EES) which facilitates live encounters between 2-4 persons while stimulating them to have a hands-on discussion, and which facilitates also the recording of the encounters, thus collecting data for further analysis. EES is especially developed for the project "Engaging Encounters: sketching futures together", during which I explore with 100 inspirators all over the world potential futures. The studio is based on the principle of participatory sensemaking grounded in embodied and situated interactions in a shared action space. The studio offers a stage for interaction, several tools to spark the encounter and recording devices to capture the encounters for data analysis. We are currently developing the more interactive 2.0 version that visualizes on spot thus enhancing sensemaking.
这篇论文展示了具体化的接触工作室(EES),它促进了2-4人之间的现场接触,同时刺激他们进行实际讨论,并促进了接触的记录,从而收集数据供进一步分析。EES是专门为“engage Encounters: sketching futures together”项目而开发的,在这个项目中,我与来自世界各地的100位灵感者一起探索潜在的未来。该工作室基于参与性意义的原则,基于在共享行动空间中的具体和情境互动。工作室提供了一个互动的舞台,一些工具来激发相遇,记录设备来捕捉相遇以进行数据分析。我们目前正在开发更具互动性的2.0版本,可以在现场可视化,从而增强意义。
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引用次数: 6
期刊
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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