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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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HandVis: Visualized Gesture Support for Remote Cross-Lingual Communication HandVis:支持远程跨语言交流的可视化手势
Kuan-Yu Lin, Seraphina Yong, Shuo-Ping Wang, Chien-Tung Lai, Hao-Chuan Wang
Effective communication between those who are not fluent in a non-native language can potentially be quite difficult. The common language selected to be used throughout an exchange can encumber those who might not speak it as proficiently as others. Remote communication further heightens the difficulty since less channels are available for communication. We introduce HandVis, a video conferencing interface that visualizes elements of hand gesture, such as trajectory and amount. Gesture is intended to be a communicative tool that can compensate for language deficits. The results of a user study indicate how HandVis can be utilized constructively by less-proficient speakers during cross-lingual communication.
在非母语不流利的人之间进行有效的沟通可能是相当困难的。选择在整个交换过程中使用的共同语言可能会妨碍那些说得不如别人熟练的人。由于可用于通信的信道较少,远程通信进一步增加了难度。我们介绍HandVis,一个视频会议界面,可视化的手势元素,如轨迹和数量。手势是一种沟通工具,可以弥补语言缺陷。一项用户研究的结果表明,在跨语言交流中,不太熟练的说话者如何建设性地利用HandVis。
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引用次数: 5
Human and Dog: Explore the Game Design of Unequal Communicative Patterns 人类和狗:探讨不平等交流模式的游戏设计
Kuan-Ting Chou, Hsincheng Hou, Michael Shen, Te-Yuan Chen, Cynthia Liu, Pei-Jung Wu
Inequality of communicative capabilities, such as proficiency in a language, could be an awkward experience in real life. However, it could be a good mechanic to make games more challenging and interesting. Charades is a good example, where one player tries to express a word via body language, and the other tries to guess it. We have designed Human and Dog, in which 2 players, a human and a dog, have their unique capabilities to acquire clues and cooperate to solve a series of puzzles.
交际能力的不平等,比如对一种语言的熟练程度,在现实生活中可能是一种尴尬的经历。然而,这可能是一个让游戏更具挑战性和趣味性的好机制。猜字游戏就是一个很好的例子,其中一名玩家试图通过肢体语言表达一个单词,而另一名玩家则试图猜测这个单词。我们设计了《人与狗》,在这款游戏中,人类和狗这两名玩家拥有获取线索并合作解决一系列谜题的独特能力。
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引用次数: 0
Empathy Glasses 同理心眼镜
Katsutoshi Masai, K. Kunze, M. Sugimoto, M. Billinghurst
In this paper, we describe Empathy Glasses, a head worn prototype designed to create an empathic connection between remote collaborators. The main novelty of our system is that it is the first to combine the following technologies together: (1) wearable facial expression capture hardware, (2) eye tracking, (3) a head worn camera, and (4) a see-through head mounted display, with a focus on remote collaboration. Using the system, a local user can send their information and a view of their environment to a remote helper who can send back visual cues on the local user's see-through display to help them perform a real world task. A pilot user study was conducted to explore how effective the Empathy Glasses were at supporting remote collaboration. We describe the implications that can be drawn from this user study.
在本文中,我们描述了移情眼镜,这是一种头戴式原型,旨在在远程合作者之间建立移情连接。我们的系统的主要新颖之处在于,它是第一个将以下技术结合在一起的系统:(1)可穿戴面部表情捕捉硬件,(2)眼动追踪,(3)头戴式摄像头,(4)透明头戴式显示器,重点是远程协作。使用该系统,本地用户可以将他们的信息和环境视图发送给远程助手,远程助手可以在本地用户的透明显示器上发回视觉提示,以帮助他们执行现实世界的任务。我们进行了一项试点用户研究,以探索移情眼镜在支持远程协作方面的有效性。我们描述了可以从这个用户研究中得出的含义。
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引用次数: 38
Deciphering a Meal through Open Source Standards: Soylent and the Rise of Diet Hackers 通过开源标准解读一顿饭:Soylent和饮食黑客的兴起
Markéta Dolejsová
A life without food - a leitmotiv of science fiction dystopias is becoming a voluntary choice for thousands of people consuming the powdered food replacement soylent. The DIY soylent powders are designed by a group of nutrition hobbyists who distrust existing healthy eating standards and crowdsource experimental soylent recipes in their online user forums. This DIY food-tech rebellion offers an opportunity to look at the issues around present food standards and policies from the HCI perspective. This paper reports findings from in-depth interviews with 21 soylent dieters, with the aim of identifying the risks and opportunities of the expert-amateur DIY food practices.
没有食物的生活——这是科幻小说中反乌托邦的主题——正成为成千上万食用这种粉状食品替代品的人的自愿选择。这些DIY豆粉是由一群营养爱好者设计的,他们不信任现有的健康饮食标准,并在他们的在线用户论坛上众包实验豆粉配方。这次DIY食品科技叛乱提供了一个机会,从HCI的角度来看待当前食品标准和政策的问题。本文报告了对21名soylent节食者的深度访谈结果,旨在确定专家-业余DIY饮食实践的风险和机会。
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引用次数: 8
CarryLine: A Tool for Management and Rehabilitation of Post-Natal Chronic Back Pain CarryLine:产后慢性背痛的管理和康复工具
Danilo Di Cuia, Jelizaveta Janovica, Zuzanna Lechelt, Sheng Li, Harpreet Purewal
Thus far, very little research has specifically addressed the potential of technologies for post-natal chronic back pain. This is a prevalent condition in women which responds to rehabilitation and management patterns distinct from those used for other forms of chronic back pain and must also take into account the unique lifestyle factors of motherhood. Here, we present CarryLine, a smart baby carrier connected to a digital frame, which encourages physiotherapist-recommended activity for rehabilitation of post-natal chronic back pain in an innovative and engaging way.
到目前为止,很少有研究专门针对产后慢性背痛技术的潜力。这是妇女普遍存在的一种情况,其对康复和管理模式的反应与用于其他形式的慢性背痛不同,还必须考虑到母亲独特的生活方式因素。在这里,我们展示了CarryLine,一个连接到数字框架的智能婴儿背带,它鼓励物理治疗师推荐的活动,以一种创新和吸引人的方式康复产后慢性背痛。
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引用次数: 1
A Wearable Force Feedback Toolkit with Electrical Muscle Stimulation 肌肉电刺激的可穿戴力反馈工具包
Max Pfeiffer, Tim Dünte, M. Rohs
Electrical muscle stimulation (EMS) is a promising wearable haptic output technology as it can be miniaturized and delivers a wide range of tactile and force output. However, prototyping EMS applications is currently challenging and requires detailed knowledge about EMS. We present a toolkit that simplifies prototyping with EMS and serves as a starting point for experimentation and user studies. It consists of (1) a hardware control module that uses off-the-shelf EMS devices as safe signal generators, (2) a simple communication protocol, and (3) a set of control applications for prototyping. The interactivity allows hands-on experimentation with our sample control applications.
肌肉电刺激(EMS)是一种很有前途的可穿戴触觉输出技术,因为它可以小型化并提供广泛的触觉和力输出。然而,对EMS应用程序进行原型设计目前具有挑战性,并且需要对EMS有详细的了解。我们提供了一个工具包,它可以简化EMS的原型设计,并作为实验和用户研究的起点。它包括(1)一个硬件控制模块,使用现成的EMS设备作为安全信号发生器,(2)一个简单的通信协议,以及(3)一组用于原型设计的控制应用程序。交互性允许对我们的示例控制应用程序进行动手实验。
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引用次数: 10
The Master's Degree in HCI at 20: Issues and Trends 20年HCI硕士学位:问题与趋势
R. Henneman, L. Ballay, Linda Wagner
Over the past 20 years, professional HCI programs at the Master's level have emerged and evolved at a number of universities, providing academic training to future HCI practitioners. Demand for these programs by students and demand for graduates by industry has increased considerably. In this SIG, representatives from such programs, current students, alumni, and representatives from hiring companies will discuss emerging trends, tools and technologies that will influence the future structure of these programs. Industry attendees will identify how current programs meet their needs and identify where gaps exist. Attendees will also consider ways to build a community of support for those involved in delivering HCI education at the Master's level.
在过去的20年里,专业的HCI硕士课程在许多大学出现并发展,为未来的HCI从业者提供学术培训。学生对这些课程的需求和行业对毕业生的需求都大幅增加。在这个SIG中,来自这些项目的代表、在校学生、校友和招聘公司的代表将讨论影响这些项目未来结构的新兴趋势、工具和技术。行业参与者将确定当前的项目如何满足他们的需求,并确定存在的差距。与会者还将考虑如何建立一个社区,支持那些参与在硕士阶段提供HCI教育的人。
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引用次数: 2
The Soma Mat and Breathing Light 唆麻垫和呼吸之光
A. Ståhl, Martin Jonsson, J. Mercurio, Anna Karlsson, K. Höök, Eva-Carin Banka Johnson
We present the experience of using the prototypes Soma Mat and Breathing Light. These are designed with a somaesthetic approach to support a meditative bodily introspection. We use light and heat as modalities to subtly guide participants to turn their gaze inwards, to their own bodies. People trying our prototypes reports on a feeling of relaxation, softer movements, and an increased awareness of their own breathing.
我们展示了使用Soma Mat和Breathing Light原型的经验。这些都是用躯体美学的方法来设计的,以支持冥想的身体内省。我们使用光和热作为模式,巧妙地引导参与者将目光转向自己的身体。试用我们的原型机的人报告说,他们有一种放松的感觉,动作更柔和,对自己呼吸的意识也增强了。
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引用次数: 72
Comparing Three Task Guidance Interfaces for Wire Harness Assembly 线束装配三种任务指导接口的比较
M. Rice, Hong Huei Tay, Jamie Ng, C. Lim, S. Selvaraj, Ellick Wu
In this paper, we describe a user study that compared the design of three visual interfaces (i.e. Text, AR and a 2D Schematic view) to support the wire harness assembly of electrical wires in modern aircraft. Displayed on a portable iPad, 18 participants were instructed to route three sets of wires on a commercial aerospace formboard. Through video analysis, the results identified significant differences in the mapping time, and number of visual references made in viewing information on the three interfaces. In particular, a lack of graphical information in the Text, and camera alignment issues in the AR conditions demonstrated noticeable limitations in interaction. We briefly discuss these findings.
在本文中,我们描述了一项用户研究,该研究比较了三种可视化界面(即文本,AR和2D原理图视图)的设计,以支持现代飞机中电线的线束组装。在便携式iPad上,18名参与者被指示在商业航空航天模板上布线三组电线。通过视频分析,结果发现在三个界面上查看信息的映射时间和视觉参考次数存在显著差异。特别是,文本中缺乏图形信息,以及AR条件下的相机对齐问题显示了交互的明显限制。我们简要讨论这些发现。
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引用次数: 7
Game User Experience Evaluation 游戏用户体验评价
Regina Bernhaupt, Florian Mueller
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引用次数: 58
期刊
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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