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Towards Designing Immersive Geovisualisations: Literature Review and Recommendations for Future Research 设计沉浸式地理可视化:文献综述和对未来研究的建议
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520511
C. Gallagher, Selen Turkay, R. Brown
Geological fieldwork forms an integral part of science discovery, exploration, and learning in many geoscientific domains. Yet, there are barriers that can hinder its practice. To address this, prior research has investigated immersive geovisualisations, however, there is no consensus on the types of interaction tools and techniques that should be used. We have conducted a literature review of 31 papers and present the visualisation environments, interaction tools and techniques, and evaluation methods from this last decade. We found a lack of established taxonomy for visualisation environments; an absence of thorough reports on interaction tools and techniques; and a lack of use of relevant human-computer interaction (HCI) theories and user-centered approaches. This review contributes towards the development of a design framework as we propose a basic taxonomy; demonstrate the need for holistic records of user interactions; and highlight the need for HCI evaluation methods. Addressing these gaps will facilitate future innovation in the emerging field of immersive geovisualisations.
在许多地球科学领域,地质实地工作是科学发现、勘探和学习的一个组成部分。然而,也有一些障碍会阻碍它的实施。为了解决这个问题,之前的研究已经调查了沉浸式地理可视化,然而,对于应该使用的交互工具和技术的类型没有达成共识。我们对31篇论文进行了文献综述,并介绍了近十年来可视化环境、交互工具和技术以及评估方法。我们发现可视化环境缺乏既定的分类;缺乏关于交互工具和技术的全面报告;以及缺乏使用相关的人机交互(HCI)理论和以用户为中心的方法。这篇综述有助于设计框架的发展,因为我们提出了一个基本的分类;展示对用户交互的整体记录的需求;并强调对HCI评估方法的需求。解决这些差距将促进沉浸式地理可视化这一新兴领域的未来创新。
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引用次数: 1
Conversational Agents Replying with a Manzai-style Joke 会话代理回复满仔式笑话
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520517
Kenro Go, Toshiki Onishi, Asahi Ogushi, Akihiro Miyata
Automated conversational agents are becoming popular in various everyday contexts. In order to fulfill a more important role in human society, people would need to feel a sense of familiarity with such agents. To achieve this, we focus on humor, which enables familiar relationships between people and agents. In this study, we propose an interaction style of a pair of conversational agents that make humorous statements in conversation with users in real time, referring to the Japanese Manzai. In this method, a pair of agents, one making the joke and the other serving as the butt of the joke, perform humor in real time. The results of the experiment using the prototype system showed that when the agents performed humorous statements during conversations with users, the humans perceived that agent as expressing a sense of humor, and their motivation to continue the conversation increased.
自动会话代理在各种日常环境中变得越来越流行。为了在人类社会中扮演更重要的角色,人们需要对这些代理人有一种熟悉感。为了实现这一目标,我们专注于幽默,它使人与代理之间的关系变得熟悉。在本研究中,我们提出了一对会话代理的交互风格,它们在与用户的实时对话中做出幽默的陈述,参考了日语的漫仔。在这种方法中,一对代理,一个开笑话,另一个作为笑话的笑柄,实时地表演幽默。使用原型系统的实验结果表明,当代理在与用户的对话中进行幽默陈述时,人类认为代理表达了幽默感,并且他们继续对话的动机增加了。
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引用次数: 1
Family Technology Use: Sources of Conflict In Parents’ Relationships 家庭科技使用:父母关系中冲突的根源
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520515
Eleanor Chin Derix, T. Leong, Julia Prior
The use of digital technologies, particularly mobile devices, play an increasingly critical role within everyday family life. However, recent research indicates that family technology use can create conflict in parents’ relationships. In this paper, we present four sources of this conflict, discovered by conducting a probe and interview study with eight parent dyads. By providing an understanding of how family technology use can create conflict between parents, this research complements existing work that primarily focuses on parent-child relationships. Thus, we contribute to a more complete understanding of how technology use can affect family dynamics. Finally, we consider how designers might address these sources of conflict between parents, when creating future technologies that are destined for use in domestic settings.
数字技术,特别是移动设备的使用,在日常家庭生活中发挥着越来越重要的作用。然而,最近的研究表明,家庭技术的使用会在父母关系中产生冲突。在本文中,我们提出了这种冲突的四个来源,通过进行调查和访谈研究八个父母对发现。通过提供对家庭技术使用如何在父母之间产生冲突的理解,本研究补充了主要关注亲子关系的现有工作。因此,我们有助于更全面地了解技术使用如何影响家庭动态。最后,我们考虑了设计师在创造未来用于家庭环境的技术时,如何解决父母之间的这些冲突来源。
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引用次数: 1
Exploring the Usage of Digital Technology for Active Play During the COVID-19 Pandemic Among Families with Young Children 探索在COVID-19大流行期间,在有幼儿的家庭中使用数字技术进行积极游戏
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520506
Razan U'wais, Bernd Ploderer, Nicole E M Vickery
Lockdowns in response to the COVID-19 pandemic have disrupted how family live, play, and stay active. Based on interviews and activity diaries with 8 families with young children (three to five years of age), this study investigated how COVID-19 affected active play in families as well as how digital technologies have been used to keep children active and well. Key challenges reported by families were limited access to outdoor spaces, upheaval of routines, increased screen-time, and struggles with the lack of boundaries between work and family lives. These challenges in turn led parents to invent new ways to keep their children to active. Parents used digital technologies to promote music and dance, imaginative play, and parent-facilitated play. Based on these findings, we discuss design opportunities to reframe the home context into an environment for active play.
为应对COVID-19大流行而实施的封锁扰乱了家庭生活、游戏和保持活跃的方式。基于对8个有幼儿(3至5岁)的家庭的访谈和活动日记,本研究调查了COVID-19如何影响家庭中的积极游戏,以及如何使用数字技术使儿童保持活跃和健康。家庭报告的主要挑战是户外空间有限,日常生活发生变化,屏幕时间增加,工作和家庭生活之间缺乏界限。这些挑战反过来又促使父母发明新的方法来让他们的孩子保持活跃。家长们使用数字技术来促进音乐和舞蹈、富有想象力的游戏和家长协助的游戏。基于这些发现,我们讨论了将家庭环境重新构建为积极游戏环境的设计机会。
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引用次数: 0
Embodied Interaction Design for Active Play with Young Children: A Scoping Review 幼儿主动游戏的具身交互设计:范围回顾
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3522701
Nicole E M Vickery, Yuehao Wang, Dannielle Tarlinton, A. Blackler, Bernd Ploderer, Peta Wyeth, Linda Knight
Our research aims to explore the potential that Tangible, Embodied and Embedded Interactive technologies (TEIs) have as a means of engaging young children in physically active play. This paper describes a scoping review of existing research that designs, develops or tests TEIs, where we identify 32 papers that discuss TEIs with the potential to get children active. Our review found that educational objectives are common in the design of TEIs, and that screen-based technologies are still prevalent in tangible and embodied literature. The outcomes of this paper contribute to understanding of the types of TEIs already proposed for young children and will help provide direction for future research.
我们的研究旨在探索有形、具体化和嵌入式互动技术(TEIs)作为一种吸引幼儿参与体育活动的手段的潜力。本文描述了对现有的设计、开发或测试TEIs的研究的范围审查,其中我们确定了32篇讨论TEIs具有使儿童活跃的潜力的论文。我们的回顾发现,教育目标在tei的设计中是常见的,基于屏幕的技术在有形和具体化的文献中仍然普遍存在。本文的结果有助于理解已经提出的幼儿TEIs类型,并将有助于为未来的研究提供方向。
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引用次数: 1
Shaping Romance: Mediating Intimacy for Co-located Couples 塑造浪漫:为同居伴侣调解亲密关系
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520502
Anne Ellegaard Christensen, M. Magnussen, Tobias S. Seindal, Dimitris Raptis
During recent years multiple studies focused on how to mediate the intimacy of couples over distance by researching various intimacy aspects, such as physical contact and disclosure. At the same time, mediating intimacy for co-located couples remains relatively unexplored. Our paper focuses on this and presents an empirical field study involving 13 co-located couples that interacted with a technology probe titled ‘Shaping Romance’. In short, our qualitative findings show that technology can mediate intimacy by allowing partners to look inwards and reflect on their own desires, look outwards and reflect on the desires of their partner, and look at the whole by remembering, acting and validating. Our contributions to HCI are the technological intervention itself, our findings which highlight limitations and opportunities technology has for mediating the intimacy of co-located couples, and a design space full of dilemmas that we present for future researchers and designers.
近年来,许多研究通过研究身体接触和暴露等亲密关系的各个方面来关注如何调解夫妻之间的距离。与此同时,如何调节同居伴侣之间的亲密关系仍未得到探索。我们的论文着重于此,并提出了一项实证研究,涉及13对共同居住的夫妇,他们通过名为“塑造浪漫”的技术探针进行互动。简而言之,我们的定性研究结果表明,技术可以通过让伴侣向内看并反思自己的欲望,向外看并反思伴侣的欲望,并通过记忆、行动和确认来看待整体,从而调节亲密关系。我们对HCI的贡献是技术干预本身,我们的研究结果强调了技术在调解同居伴侣亲密关系方面的局限性和机会,以及我们为未来的研究人员和设计师提供的充满困境的设计空间。
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引用次数: 0
Investigating External Airflow and Reduced Room Temperature to Reduce Virtual Reality Sickness 研究外部气流和降低室温以减少虚拟现实疾病
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520518
Andrew W. L. Paroz, L. Potter
Virtual Reality (VR) provides a new way for people to interact with technology, but it comes with its own challenges that can restrict its accessibility for the general public. Not everyone is able to use VR due to a phenomenon known as VR sickness, where users experience motion sickness like symptoms when using VR. This paper presents two studies that investigates the impact of introducing an external airflow and reducing room temperature on people during a VR experience. 33 participants were used across these studies who played the same VR game in each condition, a control, an airflow and a reduced room temperature. Our results show participants had a 28% reduction in average VR sickness with the external airflow, as compared against the control and reduced room temperature. Most participants also responded that they preferred the airflow condition the most, citing that it made them less sick and more comfortable.
虚拟现实(VR)为人们提供了一种与技术互动的新方式,但它也有自己的挑战,限制了它对公众的可访问性。并不是每个人都能使用虚拟现实,因为一种被称为虚拟现实病的现象,即用户在使用虚拟现实时会出现类似晕动病的症状。本文介绍了两项研究,调查了在VR体验中引入外部气流和降低室温对人的影响。在这些研究中,有33名参与者在不同的条件下玩相同的VR游戏,分别是控制组、气流组和降低的室温组。我们的研究结果显示,与对照组和降低的室温相比,外部气流使参与者的平均VR疾病减少了28%。大多数参与者还回答说,他们最喜欢空气流通的环境,理由是这让他们更少生病,更舒适。
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引用次数: 0
Evaluating Virtual Reality as a Tool for Empathic Modelling of Vision Impairment: Insights from a simulated public interactive display experience 评估虚拟现实作为视觉障碍共情建模的工具:来自模拟公共互动展示体验的见解
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520519
Tina Yao, Soojeong Yoo, Callum Parker
Despite being situated in public spaces, public interactive displays (PIDs) are not always designed to be fully inclusive, particularly for people with vision impairments. Prototyping physical PIDs with accessible features can be time-consuming and there are ethical and safety barriers to navigate when recruiting appropriate participants for studies. While it is still important to represent this user group in the design process, empathic modelling can also be used to rapidly simulate some challenges people with disability might face when interacting with a system. Traditionally this method has been performed using physical props, however Virtual reality (VR) is a promising way to help amplify it due to its immersive nature. Despite this, its use as a tool for empathic design remains unexplored. Therefore, our work is aimed towards filling this gap through the evaluation of a VR prototype which simulates the experience of a visually impaired person interacting with a public interactive display. This work contributes design considerations for VR simulations to generate empathy towards people with vision impairment.
尽管位于公共空间,但公共互动显示器(pid)的设计并不总是完全包容,特别是对视力受损的人来说。具有可访问功能的物理pid原型可能很耗时,并且在招募合适的研究参与者时需要克服道德和安全障碍。虽然在设计过程中代表这一用户群体仍然很重要,但移情建模也可以用于快速模拟残疾人在与系统交互时可能面临的一些挑战。传统上,这种方法是使用物理道具来执行的,但是虚拟现实(VR)是一种很有前途的方法,可以帮助放大它,因为它具有身临其境的性质。尽管如此,它作为移情设计工具的用途仍未被探索。因此,我们的工作旨在通过VR原型的评估来填补这一空白,该原型模拟了视障人士与公共互动展示的互动体验。这项工作为VR模拟提供了设计考虑,以产生对视力障碍人士的同情。
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引用次数: 2
The Effect of Embodied Anthropomorphism of Personal Assistants on User Perceptions 个人助理拟人化对用户感知的影响
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520503
Eike Schneiders, Eleftherios Papachristos, N. V. Berkel
We investigate the impact of anthropomorphism on embodied AI through a study of personal assistants (PA). The effects of physical embodiment remain underexplored while the consumer market for PAs shows an increase in the diversity of physical appearances of these products. We designed three fictional personal assistants with varying levels of embodied anthropomorphism. We validated that our prototypes differed significantly in levels of anthropomorphism (N = 26). We developed a set of identical videos for each device, demonstrating realistic end-user interaction across six scenarios. Using a between-subject video survey study (N = 150), we evaluate the impact of different levels of embodied anthropomorphism on the perception of personal assistants. Our results show that while anthropomorphism did not significantly affect the perception of Overall Goodness, it affected perceptions of Perceived Intelligence, Likeability, and the device’s Pragmatic Qualities. Finally, we discuss the implications of the identified relationships between anthropomorphism and user confidence in embodied AI systems.
我们通过对个人助理(PA)的研究来研究拟人化对具身人工智能的影响。物理体现的影响仍未得到充分探索,而PAs的消费者市场显示出这些产品物理外观的多样性在增加。我们设计了三个虚构的个人助理,具有不同程度的拟人化。我们验证了我们的原型在拟人化程度上存在显著差异(N = 26)。我们为每个设备开发了一套相同的视频,展示了六种场景下真实的最终用户交互。通过一项受试者间视频调查研究(N = 150),我们评估了不同程度的具身拟人化对个人助理感知的影响。我们的研究结果表明,虽然拟人化对整体善良的感知没有显著影响,但它影响了感知智力、亲和力和设备的实用品质。最后,我们讨论了拟人化与嵌入AI系统中用户信心之间已确定的关系的含义。
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引用次数: 4
Fostering Children's Stewardship of Local Nature Through Game Co-design 通过游戏协同设计培养儿童对当地自然的管理能力
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3522702
Kellie Vella, Tshering Dema, A. Soro, M. Brereton
In a world of increasing environmental degradation there is an urgency to promote younger generations’ care for nature. However, the process of technology design is often overlooked as a means of enhancing this care and understanding. We explored how the co-design of games with children might support their nature affinity through two case studies of game co-design workshops carried out across schools in Australia and Bhutan. Four key themes highlight the usefulness and challenges of this method: i) expressing care and stewardship; ii) choice of prompts in co-design; iii) experience of play; iv) group dynamics. We discuss how game co-design facilitates children's creative expression by harnessing their expertise through iteration, discussion, and playfulness. This research shifts the focus of environmental games for children from output evaluation to process engagement and in so doing presents insights of use to designers, educators, and children-computer interaction researchers.
在一个环境日益退化的世界里,迫切需要促进年轻一代爱护自然。然而,技术设计的过程往往被忽视,作为一种手段,加强这种关心和理解。我们通过在澳大利亚和不丹的学校开展的游戏共同设计研讨会的两个案例研究,探讨了与儿童共同设计游戏如何支持他们的自然亲和力。四个关键主题突出了这种方法的有用性和挑战:1)表达关心和管理;Ii)协同设计中提示的选择;Iii)游戏体验;Iv)群体动力学。我们讨论了游戏协同设计如何通过迭代、讨论和游戏性来利用儿童的专业知识,从而促进儿童的创造性表达。这项研究将儿童环境游戏的焦点从输出评估转移到过程参与,从而为设计师、教育工作者和儿童-电脑互动研究人员提供了有用的见解。
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引用次数: 3
期刊
Proceedings of the 33rd Australian Conference on Human-Computer Interaction
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