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Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory 使用玩家体验清单通过远程实验调查VR游戏玩家体验
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520505
Ivan Ip, P. Sweetser
This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.
本研究通过两个阶段的研究来探讨虚拟现实(VR)游戏的玩家体验。在这两个阶段,我们都使用了玩家体验清单(PXI),这是一种用于评估玩家体验的有效工具。在第一阶段,通过100名参与者的在线调查来调查玩家对VR游戏的体验。我们发现视听吸引力、沉浸感和易于控制对VR游戏的玩家体验贡献最大。我们发现玩家体验与年龄、游戏时间、VR体验或VR头盔之间没有关系。第二阶段采用远程实验,对10名参与者进行VR和非VR游戏的比较。我们发现玩家体验的差异可以用PXI的沉浸感、进度反馈和好奇心结构来解释。
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引用次数: 0
Beyond Immersion: Designing for Reflection in Virtual Reality 超越沉浸:虚拟现实中的反射设计
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520501
Jade Jiang, N. Ahmadpour
Access to immersive virtual reality (VR) technology is increasingly becoming available to the general population. However, the ability of VR to incite a state of high immersion and flow creates a paradox where immersion limits opportunities for self-awareness and critical reflection. In this work, we address this paradox and scaffold opportunities for reflection in VR by drawing upon practices from the theatre. We conduct a scoping review of 12 research papers designed to support reflection and discuss our findings regarding a proposed conceptual model. Based on these findings and practices from the Brechtian theatre, we propose a “RIOR” conceptual model (Readiness for reflection, Immersive estrangement, Observation and re-examination, Repatterning of knowledge) to create opportunities in VR for reflection. This model contributes a unified lens on how to design immersive technology for reflection and may create positive impacts in fields of mental health, wellbeing, self-care, education, and professional and personal development.
沉浸式虚拟现实(VR)技术正越来越多地向普通大众开放。然而,VR能够激发高度沉浸和心流状态却创造了一个悖论,即沉浸限制了自我意识和批判性反思的机会。在这项工作中,我们通过借鉴剧院的实践,解决了这个悖论,并为VR提供了反思的机会。我们对12篇研究论文进行了范围审查,旨在支持对拟议概念模型的反思和讨论我们的发现。基于这些发现和布莱希特剧院的实践,我们提出了一个“RIOR”概念模型(准备反思,沉浸式的疏远,观察和重新审视,知识的重塑),以在VR中创造反思的机会。该模型为如何设计沉浸式技术进行反思提供了统一的视角,并可能在心理健康、福祉、自我保健、教育、专业和个人发展等领域产生积极影响。
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引用次数: 5
Introducing a Practice Toolkit for Understanding and Shaping Children's Digitalized Everyday Life: Case children and public displays 介绍理解和塑造儿童数字化日常生活的实践工具包:案例儿童和公共展示
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520507
Leena Ventä-Olkkonen, N. Iivari
Children of today live increasingly digitalized lives. Child computer interaction (CCI) research has a strong agenda to empower children in the digital age through participation in new digital technology design. While children's role in digital technology design has been studied from various perspectives, existing research is limited in understanding and approaching children's continuously evolving digital lives and practices. In this paper, we scrutinize a practice toolkit method for making sense and shaping children's digitalized everyday life and practice. We concretize its use through an analysis of children's and their families’ engagement with an interactive public display infrastructure, providing zoom-in and zoom-out analyses of emergent practices around the infrastructure. We show various kinds of creative and collaborative accomplishments, the importance of the material world and the relationship of the practices to media discourses and discuss how these practices can be used to inspire and shape further digital technology development. We demonstrate the value of the practice toolkit and emergent practices for CCI research and practice.
今天的孩子们过着越来越数字化的生活。儿童计算机交互(CCI)研究有一个强有力的议程,通过参与新的数字技术设计,赋予数字时代的儿童权力。虽然儿童在数字技术设计中的作用已经从不同的角度进行了研究,但现有的研究在理解和接近儿童不断发展的数字生活和实践方面是有限的。在本文中,我们仔细研究了一种实践工具包方法,以理解和塑造儿童的数字化日常生活和实践。我们通过分析儿童及其家庭对互动公共展示基础设施的参与情况,将其具体化,并对基础设施周围的紧急实践进行放大和缩小分析。我们展示了各种创造性和协作性的成就,物质世界的重要性以及实践与媒体话语的关系,并讨论了如何利用这些实践来激发和塑造进一步的数字技术发展。我们展示了实践工具包和紧急实践对CCI研究和实践的价值。
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引用次数: 1
Designing Trustworthy User Interfaces 设计可信赖的用户界面
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520525
Valentin Zieglmeier, Antonia Maria Lehene
Interface design can directly influence trustworthiness of a software. Thereby, it affects users’ intention to use a tool. Previous research on user trust has not comprehensively addressed user interface design, though. We lack an understanding of what makes interfaces trustworthy (1), as well as actionable measures to improve trustworthiness (2). We contribute to this by addressing both gaps. Based on a systematic literature review, we give a thorough overview over the theory on user trust and provide a taxonomy of factors influencing user interface trustworthiness. Then, we derive concrete measures to address these factors in interface design. We use the results to create a proof of concept interface. In a preliminary evaluation, we compare a variant designed to elicit trust with one designed to reduce it. Our results show that the measures we apply can be effective in fostering trust in users.
界面设计直接影响软件的可信度。因此,它会影响用户使用工具的意图。然而,之前关于用户信任的研究并没有全面地解决用户界面设计问题。我们缺乏对是什么使接口值得信赖的理解(1),以及提高可信赖性的可操作措施(2)。我们通过解决这两个差距来促进这一点。在系统回顾文献的基础上,本文对用户信任理论进行了全面的综述,并对影响用户界面可信度的因素进行了分类。然后,我们在界面设计中提出了解决这些因素的具体措施。我们使用这些结果来创建一个概念验证界面。在初步评估中,我们比较了一种旨在引起信任的变体和一种旨在减少信任的变体。我们的研究结果表明,我们采用的措施可以有效地培养用户的信任。
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引用次数: 2
Gaze-Based Authentication Method Using Graphical Passwords Featuring Keypoints 使用具有关键点的图形密码的基于注视的身份验证方法
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520527
Yuki Yamato, Shin Takahashi
We propose a gaze-based authentication method using a new type of graphical password. After registering keypoints in an image as a secret, the user can unlock the device by gazing at them in the registered order on a randomly displayed image. We present the design and implementation of our authentication method and report the results of a feasibility study utilizing mobile devices. Our prototype implementation achieved an acceptance rate of 86.0%.
我们提出了一种基于注视的认证方法,使用一种新的图形密码。在将图像中的关键点注册为秘密后,用户可以通过在随机显示的图像上按照注册的顺序凝视这些关键点来解锁设备。我们介绍了我们的认证方法的设计和实现,并报告了利用移动设备进行可行性研究的结果。我们的原型实现达到了86.0%的接受率。
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引用次数: 0
Development and Initial Evaluation of an Assisting Display Concept for Driving Wizards 驾驶向导辅助显示概念的开发与初步评价
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520508
A. I. Scheiter, Tobias Fahmüller, U. Herbst, K. Bengler
To realize the full potential of automated vehicles (AVs), human-vehicle interaction needs to be modified to enable extended use cases, such as working or resting during the ride. The majority of required user studies are conducted in a driving simulator, but the usage of Wizard of Oz (WoOz) vehicles is becoming more common among researchers. To assure scientific quality of such studies, driving wizards must be able to successfully mimic the driving behavior of an AV. Yet, as far as we know, no detailed quantitative description of how driving wizards should drive and few techniques to assist driving wizards with their task exist in the literature. This work contributes to the standardization of WoOz studies by describing a potential AV-like driving behavior. Furthermore, using heuristic evaluation, three prototypical assisting display concepts for driving wizards are presented and assessed. Building on this, guidance toward an improved concept is provided.
为了充分发挥自动驾驶汽车(AVs)的潜力,需要修改人机交互以支持扩展用例,例如在行驶过程中工作或休息。大多数所需的用户研究都是在驾驶模拟器中进行的,但绿野仙踪(WoOz)车辆的使用在研究人员中变得越来越普遍。为了保证此类研究的科学质量,驾驶精灵必须能够成功地模仿自动驾驶汽车的驾驶行为。然而,据我们所知,在文献中没有关于驾驶精灵应该如何驾驶的详细定量描述,也没有什么技术可以帮助驾驶精灵完成他们的任务。这项工作通过描述潜在的类似自动驾驶汽车的驾驶行为,有助于WoOz研究的标准化。在此基础上,采用启发式评价的方法,提出并评价了三种典型的驾驶向导辅助显示概念。在此基础上,为改进概念提供了指导。
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引用次数: 0
An Exploratory Analysis of Human-centric Issues in Parking Solutions Using Surveys and Mobile Parking App Reviews 使用调查和移动停车应用程序评论对停车解决方案中以人为中心的问题进行探索性分析
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520496
Ruyi Li, Humphrey O. Obie, Hourieh Khalajzadeh
Due to the imbalance between the supply and demand of parking spaces, parking has become difficult, and therefore significantly impacts people’s daily lives. Although some parking solutions have been developed to alleviate parking difficulties, few studies focus on exploring the human-centric aspects that affect parking difficulties. In order to determine the differences in parking difficulties faced by people with different human-centric characteristics, we conducted an online survey to collect information about different people’s human-centric aspects (age, gender, emotion, etc.), parking experiences, and parking preferences. Based on the responses from 189 car users, we found a significant relationship between car users’ emotions and their overall perception of parking difficulties. Also, other human-centric attributes, including gender, age, country, and parking preferences, are significantly related to the time spent in searching for available parking spaces. Additionally, we collected and manually categorized 1,192 user reviews of five parking apps available on the Google Play store. As a result, seven human-centric issue categories from the reviews were identified, including Parking Preferences & Habits, Autonomy, Emotion, Compatibility, Inclusiveness, Privacy & Reliability, and Socio-economic Aspect. Moreover, eight functionality issues are mainly discussed by users in the app reviews, including App Pre-Operation, Searching & Online Booking Function, Payment Function, UI & UX, App Workflow, App Information & Notification, App Operation Efficiency, and Feature Request. Based on a manual analysis of the reviews, we also found that different human-centric issues are often discussed together with particular functionality issues. Thus, we suggest that developers need to consider the importance of human-centric aspects by getting users involved in the process of app development to explore different requirements for diverse users. Moreover, exploring more user reviews on various platforms can serve to understand the human-centric challenges and needs in parking apps in order to improve user experiences.
由于停车位的供需不平衡,停车变得困难,从而严重影响了人们的日常生活。虽然已经开发了一些停车解决方案来缓解停车困难,但很少有研究关注影响停车困难的以人为中心的方面。为了确定不同以人为中心特征的人在停车困难方面的差异,我们进行了一项在线调查,收集了不同人的以人为中心方面(年龄、性别、情感等)、停车经历和停车偏好的信息。基于189名汽车使用者的反馈,我们发现汽车使用者的情绪与他们对停车困难的整体感知之间存在显著的关系。此外,其他以人为中心的属性,包括性别、年龄、国家和停车偏好,都与寻找可用停车位所花费的时间显著相关。此外,我们还收集并手动分类了b谷歌Play商店中五款停车应用的1192条用户评论。结果,从评论中确定了七个以人为中心的问题类别,包括停车偏好和习惯、自主性、情感、兼容性、包容性、隐私和可靠性,以及社会经济方面。此外,用户在应用评论中主要讨论了8个功能问题,分别是应用预操作、搜索与在线预订功能、支付功能、UI与UX、应用工作流、应用信息与通知、应用运行效率、功能请求。基于对评审的手工分析,我们还发现不同的以人为中心的问题经常与特定的功能问题一起讨论。因此,我们建议开发人员需要考虑以人为中心的重要性,让用户参与到应用程序开发过程中,以探索不同用户的不同需求。此外,在各个平台上探索更多的用户评论,有助于了解停车应用中以人为本的挑战和需求,从而改善用户体验。
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引用次数: 0
Do I Belong Here?: An exploration of meeting structure and language, alongside gender and a sense of belonging. 我属于这里吗?:对会议结构和语言的探索,以及性别和归属感。
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520514
A. Ashcroft
This paper discusses to what extent the productivity and creativity of a design meeting can be attributed to meeting structure and various, related, aspects of social interaction including gender, and participants’ sense of belonging. This paper examines the literature on meeting structure, language, gender and sense of belonging and analyses them for overlaps and potential areas of future research. Following a discussion, this paper then considers ‘implications for design’ presenting three possible areas of further research and development; how can meeting structure be designed for equal opportunity, how can a sense of belonging be created in design meetings and what can be done to encourage empathy in design?
本文讨论了设计会议的生产力和创造力在多大程度上可以归因于会议结构和各种相关的社会互动方面,包括性别和参与者的归属感。本文回顾了会议结构、语言、性别和归属感方面的文献,分析了它们的重叠之处和未来研究的潜在领域。在讨论之后,本文考虑了“对设计的影响”,提出了进一步研究和开发的三个可能领域;如何设计会议结构以实现机会均等,如何在设计会议中创造归属感,以及如何鼓励设计中的同理心?
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引用次数: 0
Exploration of Electrochromics for Calm Reminder: A Customizable Bracelet 探索电致变色的平静提醒:一个可定制的手镯
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520509
D. Brun, Jonna Häkkilä
At the crossroad of calm computing and personalization technology, we present a calm reminder, taking the form of a customizable bracelet. The concept is based on a perpetual and automatic slow switching between two graphical states, only reminding personal values or actions to the user when fortuitously noticed. Switching and customization of the graphical states increases the reminding personal signification, aesthetics, and noticeability by providing a visual change to the user’s periphery. We report on building an actual prototype as well as a survey study (n = 62) and a workshop inspired by co-design practices (n = 17) to understand why and how this concept of calm reminder could be used.
在平静计算和个性化技术的十字路口,我们提出了一种平静的提醒,采用可定制手镯的形式。这个概念是基于两种图形状态之间的永久和自动缓慢切换,只有当用户偶然注意到个人价值或行为时才会提醒用户。图形状态的切换和定制通过为用户的周边提供视觉变化,增加了提醒的个人意义、美学和显著性。我们报告了构建一个实际的原型,以及一个调查研究(n = 62)和一个受共同设计实践启发的研讨会(n = 17),以理解为什么以及如何使用这种冷静提醒的概念。
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引用次数: 1
Early Implementation of VR Stuffed Toy System with Virtual Softness 虚拟柔软度VR毛绒玩具系统的初步实现
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520499
Kaito Ootsubo, A. Inoue
VR stuffed toy is an entertainment system based on virtual reality technology. Such systems can make a stuffed toy interactive in the virtual world while the corresponding stuffed toy in the real world stays still. This paper describes the early implementation of the VR stuffed toy system with "virtual softness." This system makes a stuffed toy in the virtual world react to the user's haptic interventions with animations. These animations control the user's perception of the softness of the stuffed toy they are touching in the real world. The prototype provides two animations; (1) exaggerated elongation based on the Poisson effect against the user's pushing and (2) jiggling reaction against the user's touch and stroke. Our approach to controlling the shape deformation in the virtual world suggests new design directions for stuffed toys in the future.
VR毛绒玩具是一种基于虚拟现实技术的娱乐系统。这样的系统可以使一个毛绒玩具在虚拟世界中互动,而对应的毛绒玩具在现实世界中保持静止。本文描述了具有“虚拟柔软度”的VR填充玩具系统的早期实现。该系统使虚拟世界中的毛绒玩具对用户的触觉干预做出动画反应。在现实世界中,这些动画控制着用户对毛绒玩具柔软度的感知。原型提供了两个动画;(1)基于泊松效应的过度伸长,反对用户的推动;(2)抖动反应,反对用户的触摸和抚摸。我们在虚拟世界中控制形状变形的方法为未来填充玩具的设计提供了新的方向。
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引用次数: 0
期刊
Proceedings of the 33rd Australian Conference on Human-Computer Interaction
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