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CHI '07 Extended Abstracts on Human Factors in Computing Systems最新文献

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Making dead history come alive through mobile game-play 通过手机游戏玩法让逝去的历史鲜活起来
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240989
C. Ardito, M. Costabile, R. Lanzilotti, Thomas Pederson
This work in progress presents a design approach to digitally enhancing an existing paper-based game to support young students learning history at an archaeological site, by making use of recent advantages provided by mobile technology. It requires minimal investments and changes to the existing site exhibition because it runs on the visitors. own cellular phones. It is expected that game-play will trigger a desire to learn more about ancient history and to make archaeological visits more effective and exciting.
这项正在进行的工作提出了一种设计方法,通过利用移动技术提供的最新优势,以数字方式增强现有的纸质游戏,以支持年轻学生在考古遗址学习历史。它需要最小的投资和改变现有的现场展览,因为它运行在游客。拥有手机。预计游戏将激发人们了解更多古代历史的愿望,并使考古参观更加有效和令人兴奋。
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引用次数: 15
Tangible programming in the classroom with tern 有形的编程在课堂上与学期
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240933
Michael S. Horn, R. Jacob
This interactivity demonstrates Tern, a tangible programming language for middle school and late elementary school students. Tern consists of a collection of wooden blocks shaped like jigsaw puzzle pieces. Children connect these blocks to form physical computer programs, which may include action commands, loops, branches, and subroutines. With Tern we attempt to provide the ability for teachers to conduct engaging programming activities in their classrooms, even if there are only one or two computers available. In designing Tern, we focused on creating an inexpensive, durable, and practical system for classroom use.
这种交互性演示了Tern,一种面向初中生和小学高年级学生的有形编程语言。Tern由一系列形状像拼图的木块组成。孩子们将这些模块连接起来形成物理计算机程序,其中可能包括操作命令、循环、分支和子程序。通过Tern,我们试图为教师提供在教室中进行有吸引力的编程活动的能力,即使只有一台或两台计算机可用。在设计Tern时,我们专注于创造一个廉价、耐用、实用的课堂使用系统。
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引用次数: 115
OSI and ET: originating source of information and evidence traceability OSI和ET:原始信息来源和证据可追溯性
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240991
R. Ball, P. Pyla, Manuel A. Pérez-Quiñones
Originating Source of Information (OSI) is the idea of following all data, facts, and citations that documents rely on for their arguments back their source. OSI then helps people perform Evidence Traceability (ET), which allows them to understand the questions about the different sources used in documents such as how many unique sources were used, where the sources came from, when the sources were obtained, and how the sources were obtained. Answering these questions allows people to better question the validity of documents, reevaluate hypotheses, or continue work or research when original authors are not available.
原始信息源(OSI)的思想是遵循文档所依赖的所有数据、事实和引用来支持其来源。然后,OSI帮助人们执行证据可追溯性(ET),这使他们能够理解关于文件中使用的不同来源的问题,例如使用了多少独特的来源,来源来自何处,何时获得来源以及如何获得来源。回答这些问题可以让人们更好地质疑文件的有效性,重新评估假设,或者在没有原作者的情况下继续工作或研究。
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引用次数: 2
Dealing with key challenges in international usability and user research 处理国际可用性和用户研究中的关键挑战
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240969
David A. Siegel, S. Dray, R. Molich
In this SIG, we will present scenarios that exemplify many of the key challenges of doing user research and usability evaluation internationally. We will use these to stimulate discussion about solutions and approaches, and then share our own recommendations.
在本SIG中,我们将展示一些场景,举例说明在国际上进行用户研究和可用性评估的许多关键挑战。我们将利用这些来激发对解决方案和方法的讨论,然后分享我们自己的建议。
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引用次数: 1
Computer aided observations of complex mobile situations 复杂移动情况的计算机辅助观测
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241032
Tobias Klug
Designing mobile and wearable applications is a challenge. The context of use is more important than ever and traditional methodologies for elicitation and specification reach their limits. This paper investigates the challenge of creating and communicating information about the user's primary task with regards to its fine grained temporal structure. TaskObserver is a TabletPC software that allows real-time logging of events during observations of complex mobile scenarios. The results are communicated to other team members using task trace graphs of the events observed.
设计移动和可穿戴应用程序是一个挑战。使用环境比以往任何时候都更加重要,传统的启发和规范方法已经达到了极限。本文从用户的细粒度时间结构出发,探讨了创建和交流用户主要任务信息的挑战。TaskObserver是一个TabletPC软件,允许在观察复杂的移动场景时实时记录事件。使用观察到的事件的任务跟踪图将结果传达给其他团队成员。
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引用次数: 5
The LiLiPUT prototype: a wearable lab environment for user tests of mobile telecommunication applications LiLiPUT原型:用于用户测试移动通信应用的可穿戴实验室环境
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240907
P. Reichl, Peter Fröhlich, L. Baillie, R. Schatz, A. Dantcheva
User trials for future mobile telecommunication applications inherently pose several particular challenges which are difficult to meet in a traditional lab environment. In this paper we describe LiLiPUT (Lightweight Lab Equipment for Portable User Testing in Telecom-munications), a highly flexible wearable test system which has been realized as a fully operational prototype at the Telecommunications Research Center Vienna (ftw.). Then we illustrate how we use LiLiPUT for testing various types of mobile application in the wild.
未来移动通信应用的用户试验固有地提出了几个在传统实验室环境中难以满足的特殊挑战。在本文中,我们描述了LiLiPUT(便携式电信用户测试的轻型实验室设备),这是一种高度灵活的可穿戴测试系统,已在维也纳电信研究中心(ftw.)实现了完全可操作的原型。然后我们说明如何使用LiLiPUT测试各种类型的移动应用程序。
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引用次数: 30
Ears ))): a methodological framework for auditory display design 耳朵:听觉显示设计的方法论框架
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240872
C. Frauenberger
In this paper we will present a methodological framework for the design of auditory displays called ears ))). It provides methods to create, maintain and apply design knowledge in the form of design patterns for experts and novices to effectively re-use existing expertise. The context space, a key concept in the framework is presented which allows efficient matching of design problems and design knowledge to advance the use of the auditory interaction channel in human-computer interaction.
在本文中,我们将提出一种设计听觉显示器(称为耳朵)的方法框架。它以设计模式的形式为专家和新手提供了创建、维护和应用设计知识的方法,以有效地重用现有的专业知识。上下文空间是框架中的一个关键概念,它允许设计问题和设计知识的有效匹配,以促进人机交互中听觉交互通道的使用。
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引用次数: 5
An extensible platform for the interactive exploration of Fitts' Law and related movement time models 一个可扩展的平台,用于菲茨定律和相关的运动时间模型的交互式探索
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241054
M. Schedlbauer
This paper describes a new software platform for the interactive exploration of human performance models such as Fitts' law. The software is written in Java and provides a flexible environment for HCI research and education. Its distributed, object-oriented architecture provides a framework for exploring new performance models, task types, and selection modes.
本文描述了一个新的软件平台,用于人类行为模型(如菲茨定律)的交互式探索。该软件是用Java编写的,为HCI研究和教育提供了一个灵活的环境。它的分布式、面向对象的体系结构为探索新的性能模型、任务类型和选择模式提供了一个框架。
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引用次数: 17
Dreaming of adaptive interface agents 梦想自适应界面代理
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240940
Bill Tomlinson, E. Baumer, Man Lok Yau, Paul Mac Alpine, L. Canales, A. Correa, Bryant Hornick, Anju Sharma
This interactive project uses the metaphor of human sleep and dreaming to present a novel paradigm that helps address problems in adaptive user interface design. Two significant problems in adaptive interfaces are: interfaces that adapt when a user does not want them to do so, and interfaces where it is hard to understand how it changed during the process of adaptation. In the project described here, the system only adapts when the user allows it to go to sleep long enough to have a dream. In addition, the dream itself is a visualization of the transformation of the interface, so that a person may see what changes have occurred. This project presents an interim stage of this system, in which an autonomous agent collects knowledge about its environment, falls asleep, has dreams, and reconfigures its internal representation of the world while it dreams. People may alter the agent's environment, may prevent it from sleeping by making noise into a microphone, and may observe the dream process that ensues when it is allowed to fall asleep. By drawing on the universal human experience of sleep and dreaming, this project seeks to make adaptive interfaces more effective and comprehensible.
这个互动项目使用人类睡眠和做梦的比喻来呈现一个新的范例,帮助解决适应性用户界面设计中的问题。自适应界面中的两个重要问题是:当用户不希望他们这样做时,界面会进行适应;以及在适应过程中很难理解它是如何变化的界面。在这里描述的项目中,只有当用户允许它进入足够长的睡眠时间来做梦时,系统才会适应。此外,梦本身就是一个可视化的转换界面,使人可以看到发生了什么变化。这个项目展示了这个系统的一个过渡阶段,在这个阶段,一个自主的代理收集关于它的环境的知识,睡觉,做梦,并在做梦时重新配置它对世界的内部表征。人们可以改变代理的环境,可以通过对着麦克风发出噪音来阻止它入睡,也可以观察在允许它入睡时所发生的梦的过程。通过借鉴人类普遍的睡眠和做梦经验,这个项目试图使自适应界面更有效和更容易理解。
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引用次数: 11
EventStream: integrated transit information system EventStream:综合交通信息系统
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240950
P. Foong, V. Diaz, Aaron R. Houssian, Adam Huse, Pornsuree Jamsri
EventStream was designed to help out-of-town attendees of seminars or conferences use public transportation (PT) to travel to and from these meetings. Since the dominant business travel mode is the personal vehicle [2], this would help reduce habitual and inefficient travel in Single Occupant Vehicles. Using recommendations from studies on travel mode choice [4], we designed EventStream to offer customized transit information for this target group. We deliver this information via email, our website, to an iPod, or through Short Message Service (SMS) to a cell phone. Our user studies indicated a willingness to attempt PT use in an unfamiliar town when provided information that supports informed choices.
EventStream旨在帮助外地参加研讨会或会议的与会者使用公共交通工具(PT)往返这些会议。由于主要的商务旅行方式是个人车辆[2],这将有助于减少习惯性和低效的单人车辆旅行。根据出行方式选择研究[4]的建议,我们设计了EventStream,为这一目标群体提供定制化的交通信息。我们通过电子邮件、我们的网站、iPod或通过短信服务(SMS)向手机提供这些信息。我们的用户研究表明,当提供支持知情选择的信息时,他们愿意在不熟悉的城镇尝试使用PT。
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引用次数: 1
期刊
CHI '07 Extended Abstracts on Human Factors in Computing Systems
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