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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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Conflict & HCI: Preventing, De-Escalating and Recovering 冲突与HCI:预防、缓和和恢复
J. Hourcade, L. Nathan, Panayiotis Zaphiris, Yoram Chisik, Cuauhtémoc Rivera Loaiza, Jason C. Yip
The fragmentation of the state and civil war in parts of Africa and the Middle East, the rise of xenophobic nationalistic fervor in some Western countries, and military intervention to change international borders have brought to the forefront the challenge and consequences of armed conflict. The ubiquity of interactive technologies, and their influence on how we communicate, get informed, and make decisions, give the HCI community an opportunity to play a positive role to address this challenge. This SIG is an opportunity for the HCI community to discuss its role.
非洲和中东部分地区的国家分裂和内战,一些西方国家仇外民族主义热情的兴起,以及改变国际边界的军事干预,使武装冲突的挑战和后果摆在了人们的面前。交互式技术的无处不在,以及它们对我们如何沟通、获取信息和决策的影响,使人机交互社区有机会在应对这一挑战方面发挥积极作用。该SIG为HCI社区提供了一个讨论其角色的机会。
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引用次数: 1
RAPAEL: Wearable Technology and Serious Game for Rehabilitation RAPAEL:用于康复的可穿戴技术和严肃游戏
Hoyeong Song, Soobin Lee, Hyunsoo Kim, Gunmin Jang, Younggeun Choi, Dongseok Yang
In this demonstration paper, we introduce our RAPAEL rehabilitation system. It is designed for treatment of those who are suffering from brain diseases or disorders. The purpose of our system is to turn boring and unpleasant conventional rehabilitation exercises into more exciting and inspiring one. We developed an IoT-based wearable device and serious game for medical use.
在这篇演示论文中,我们介绍了我们的RAPAEL康复系统。它是为那些患有脑部疾病或紊乱的人设计的。我们的系统的目的是把枯燥和不愉快的传统康复锻炼变得更令人兴奋和鼓舞人心。我们开发了一款基于物联网的可穿戴设备和医疗用严肃游戏。
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引用次数: 13
UX Expeditions in Business-to-Business Heavy Industry: Lessons Learned b2b重工业的用户体验探索:经验教训
Virpi Roto, E. Kaasinen, M. Nuutinen, M. Seppänen
Traditionally, user experience research has focused on consumer products, and there is little research on the role of experience design in business-to-business industry. This paper shortly reports the lessons learned on introducing experience design to Finnish metals and engineering industry during a 5-year research programme. It proved important to prepare the organization to the experience thinking, to give practical means to designing for experiences, to provide distinctive experiences in all touchpoints, and to widely advertise the benefits of experience-driven design. Investing in experiences ultimately pays off by enhanced competitive advantage. We call for more research on experience design in this domain by suggesting research topics for the future.
传统上,用户体验研究主要集中在消费产品上,很少有关于体验设计在b2b行业中的作用的研究。本文简要报告了在一个为期5年的研究项目中将体验设计引入芬兰金属和工程行业的经验教训。事实证明,重要的是让组织做好体验思维的准备,为体验设计提供实用的方法,在所有接触点提供独特的体验,并广泛宣传体验驱动设计的好处。在体验上的投资最终会带来竞争优势的增强。我们呼吁对这一领域的体验设计进行更多的研究,并提出未来的研究课题。
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引用次数: 7
On the Future of Personal Assistants 关于个人助理的未来
Phil Cohen, Adam Cheyer, E. Horvitz, R. E. Kaliouby, S. Whittaker
The purpose of this panel is to explore issues that will arise in building future personal assistants (PAs), especially for family use. In this regard, we will consider implications of being an "assistant" and those of being "personal." The target timeframe is 3-10 years out, so that very near-term products will not be discussed. We will elaborate briefly on the kinds of communicative and inferential capabilities such PAs will need, and then examine their social and emotional capabilities. We will discuss pros and cons for their evolution and deployment. In this regard, we will discuss the kinds of support that could be provided by the HCI community in building personal assistant systems that are useful, delightful, functional, controllable, educational, ethical, and secure.
本次小组讨论的目的是探讨在构建未来个人助理(PAs),特别是家庭使用时可能出现的问题。在这方面,我们将考虑“助理”和“个人”的含义。目标时间框架是3-10年,因此短期产品将不会被讨论。我们将简要阐述这些pa所需要的各种沟通和推理能力,然后考察他们的社交和情感能力。我们将讨论其演进和部署的利弊。在这方面,我们将讨论HCI社区在构建有用、愉快、功能、可控、教育、道德和安全的个人助理系统时可以提供的各种支持。
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引用次数: 39
Solving the Battle of First-Authorship: Using Interactive Technology to Highlight Contributions 解决第一作者之争:使用互动技术突出贡献
BD Ac, Christine Bauer, Afsaneh Doryab
Human-Computer Interaction research is traditionally collaborative. However, the current authorship model -- i.e., placing authors' names in a particular order -- makes the contributions of collaborators who are not the "first author" (or not mentioned) less visible which negatively affects career paths. Still, if smaller and larger contributions are equally rewarded with a "good" position in the author list, a researcher's achievements may be overrated. We suggest a solution with interactive technology to highlight contributions. The benefits include high visibility of contributions, in-situ access to in-depth researcher profiles, in situ access to similar work by the contributors, and low incentive for artificial credits.
人机交互研究传统上是协作的。然而,目前的作者身份模式——即将作者的名字按特定顺序排列——使得非“第一作者”(或未提及)的合作者的贡献不那么明显,这对职业道路产生了负面影响。尽管如此,如果在作者名单中,较小的贡献和较大的贡献同样获得“好”的位置,那么研究人员的成就可能被高估了。我们建议使用交互式技术来突出贡献。其好处包括贡献的高可见度,现场访问深入的研究人员资料,现场访问贡献者的类似工作,以及人为信用的低激励。
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引用次数: 4
Pactolus: A Method for Mid-Air Gesture Segmentation within EMG Pactolus:一种基于肌电图的空中手势分割方法
Yineng Chen, Xiaojun Su, Feng Tian, Jin Huang, X. Zhang, G. Dai, Hongan Wang
Mid-air gestures have become an important interaction technique in natural user interfaces, especially in augmented reality and virtual reality. Supporting a set of continuous gesture-based commands in mid-air gesture interaction systems, such as selecting and moving then placing an object, however, remains to be a challenge. This is largely because these intentional command gestures are connected through transitional, meaningless gestures, which are often misleading for gesture recognition systems. The inability to separate unintentional movements from intentional command gestures, also called the Midas problem, limits the application of mid-air gestures. This paper addresses the Midas problem via a physiological computing approach. With the help of sensors that capture physiological signals, we present a novel method, Pactolus, for segmenting mid-air gestures using arm electromyography. User studies demonstrate the high accuracy of our approach in segmenting mid-air gestures interleaved by transitional hand or finger movements.
在自然用户界面中,特别是在增强现实和虚拟现实中,空中手势已经成为一种重要的交互技术。然而,在空中手势交互系统中支持一组连续的基于手势的命令,例如选择和移动然后放置物体,仍然是一个挑战。这在很大程度上是因为这些有意的指令手势是通过过渡的、无意义的手势连接起来的,而这些手势往往会误导手势识别系统。无法区分无意的动作和有意的命令手势,也被称为迈达斯问题,限制了半空手势的应用。本文通过一种生理计算方法来解决迈达斯问题。在捕捉生理信号的传感器的帮助下,我们提出了一种新的方法,Pactolus,用于使用手臂肌电图分割空中手势。用户研究表明,我们的方法在分割由过渡手或手指运动交织的空中手势方面具有很高的准确性。
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引用次数: 13
MonoTouch: Single Capacitive Touch Sensor that Differentiates Touch Gestures MonoTouch:区分触摸手势的单个电容式触摸传感器
Ryosuke Takada, B. Shizuki, J. Tanaka
We show a capacitive touch sensor called MonoTouch, which differentiates taps, swipe gestures, and swipe directions. MonoTouch consists of only an electrode and a circuit. To differentiate touch gestures with a single electrode, we designed the electrode's layout to satisfy the following two requirements: (1) The number of responses is different between the gestures; (2) The response time is different between swipe directions. We then developed an electrode that differentiates taps and four directional swipe gestures. When our MonoTouch electrode is downsized, gesture differentiation accuracy decreases because a finger might cross two or more conductive parts. To solve this "Multiple Crossing Problem", we added embossments on the electrode surface. Our evaluation of the MonoTouch sensor indicates that using the embossments solved the "Multiple Crossing Problem".
我们展示了一种叫做MonoTouch的电容式触摸传感器,它可以区分轻触、滑动手势和滑动方向。MonoTouch仅由一个电极和一个电路组成。为了区分单电极触摸手势,我们设计了满足以下两个要求的电极布局:(1)不同手势的响应次数不同;(2)不同滑动方向的响应时间不同。然后,我们开发了一种电极,可以区分轻击和四种方向滑动手势。当我们的MonoTouch电极缩小时,手势区分的准确性会降低,因为手指可能会穿过两个或更多的导电部分。为了解决这个“多重交叉问题”,我们在电极表面增加了浮雕。我们对MonoTouch传感器的评估表明,使用浮雕解决了“多重交叉问题”。
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引用次数: 9
MagicWand: Exploring Physical Affordances with a Handheld Cylindrical Display Object 魔术棒:探索物理启示与手持圆柱形显示对象
L. L. Priyadarshana, Victoria Porter, J. Carrascal, Aaron Visser, Roel Vertegaal
We introduce MagicWand, a cylindrical handheld display object made out of 2 Flexible Organic Light-Emitting Diode (FOLED) screens. Magic Wand features a smartphone running the Android operating system. Gesture recognition allows movements of the wand as a form of input. We were interested in exploring how a cylindrical form factor might offer physical affordances for action that are quite different from those of a traditional flat smartphone. We present an application scenario where MagicWand is used as a game controller that can display a variety of 3D game elements.
我们介绍MagicWand,一个由2块柔性有机发光二极管(FOLED)屏幕制成的圆柱形手持显示物体。Magic Wand是一款运行Android操作系统的智能手机。手势识别允许魔杖的运动作为一种输入形式。我们感兴趣的是探索圆柱形外形如何提供与传统平面智能手机截然不同的物理功能。我们提出了一个应用场景,其中使用MagicWand作为游戏控制器,可以显示各种3D游戏元素。
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引用次数: 7
Player Type Models: Towards Empirical Validation 玩家类型模型:走向经验验证
Marc Busch, Elke E. Mattheiss, Rita Orji, Peter Fröhlich, M. Lankes, M. Tscheligi
Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.
玩家类型模型(游戏邦注:如BrainHex模型)是针对玩家个人偏好个性化数字游戏的流行方法。尽管已经开发了几种玩家类型模型,并且目前在游戏设计项目中使用,但仍然缺乏关于其有效性的数据。为了缩小这一研究差距,我们目前正在一个正在进行的项目中研究玩家类型模型BrainHex的心理测量属性(因素结构、可靠性、稳定性)和预测有效性(如果玩家类型得分可以预测玩家体验)。两项在线研究的结果(n1=592, n2=243)表明,BrainHex模型的心理测量特性可以得到改善。我们建议在未来的研究中改进相应的问卷,并对预测效度的研究进行概述。
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引用次数: 44
Dichroic Wade 二向色韦德
Jennifer Seevinck
The interactive artwork Dichroic Wade explores the hybrid and concrete form of data, light and space through a colorful display of dynamic reflected and transmitted light. This light is manipulated and treated in a painterly way, where the physical manipulation of light, shadow and colour facilitates audience engagement with the hybrid data and real space. The light changes in response to both people moving through the space and data streams describing the changing wind conditions in the San Francisco Bay. The bright colour reflections on the gallery walls, ceiling and floor facilitate audience engagement with this data. It is through this interpretation of behaviours in the data that the audience is able to make new meanings, working to relate themselves to both data and their surroundings in meaningful ways.
互动艺术作品Dichroic Wade通过动态反射和透射光的彩色展示,探索了数据、光和空间的混合和具体形式。这种光线以绘画的方式被操纵和处理,其中光、影和色彩的物理操作促进了观众与混合数据和真实空间的互动。光线随着人们在空间中的移动和描述旧金山湾不断变化的风况的数据流而变化。画廊墙壁、天花板和地板上明亮的色彩反射促进了观众对这些数据的参与。正是通过这种对数据行为的解释,观众才能产生新的意义,努力以有意义的方式将自己与数据和周围环境联系起来。
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引用次数: 7
期刊
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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