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

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Supporting design studio culture in HCI 支持HCI的设计工作室文化
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241086
Eli Blevis, Youn-kyung Lim, E. Stolterman, T. Wolf, Keichi Sato
The workshop considers the needs and possibilities for integrating design studio culture within the research, education, and practice of interaction design and HCI. The primary goals of the workshop are (i) to assess the current state of design studio culture within HCI in comparison with other design disciplines, (ii) to invite participants to collaborate on the design of the artifice required to support design studio culture within HCI, and (iii) to aggregate insights from these designs into strategies for the future.
工作坊考虑了将设计工作室文化整合到交互设计和人机交互的研究、教育和实践中的需求和可能性。研讨会的主要目标是(i)与其他设计学科相比,评估HCI内设计工作室文化的现状,(ii)邀请参与者合作设计支持HCI内设计工作室文化所需的设备,以及(iii)将这些设计的见解汇总为未来的战略。
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引用次数: 26
The mixed reality book: a new multimedia reading experience 混合现实书:一种新的多媒体阅读体验
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240931
R. Grasset, Andreas Dünser, H. Seichter, M. Billinghurst
We are introducing a new type of digitally enhanced book which symbiotically merges different type of media in a seamless approach. By keeping the traditional book (and its affordance) and enhancing it visually and aurally, we provide a highly efficient combination of the physical and digital world. Our solution utilizes recent developments in computer vision tracking, advanced GPU technology and spatial sound rendering. The systems' collaboration capabilities also allow other users to be part of the story.
我们正在推出一种新型的数字增强书籍,它以无缝的方式共生地融合了不同类型的媒体。通过保留传统书籍(及其提供的信息)并增强其视觉和听觉效果,我们提供了物理世界和数字世界的高效结合。我们的解决方案利用了计算机视觉跟踪的最新发展,先进的GPU技术和空间声音渲染。该系统的协作能力也允许其他用户成为故事的一部分。
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引用次数: 86
User-centered design gymkhana 以用户为中心的设计
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240893
M. G. Domingo, Magí Almirall Hill, Enric Mor
The User-centered design (UCD) Gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they interrelate in the design process. The target audiences are other organizational departments unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.
以用户为中心的设计(UCD) Gymkhana是人机交互从业者通过游戏展示关键的以用户为中心的设计方法以及它们在设计过程中的相互关系的工具。目标受众是不熟悉UCD但其工作与产品或服务的定义、创建和更新相关的其他组织部门。
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引用次数: 8
Supple interfaces: designing and evaluating for richer human connections and experiences 灵活的界面:设计和评估更丰富的人际关系和体验
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241094
K. Isbister, K. Höök
The aim of this workshop is to create a common language for discussing the issues involved, the research challenges, and progress already made in designing and evaluating "supple" interfaces. Supple interfaces aim to build richer connections between people as well as deeper emotional experiences through interface. Examples include affective interactive systems, games, and relationship-building systems. For these kinds of applications, the CHI community is struggling with a new set of design values and accompanying challenges that can be hard to articulate and thus to advance as a community. These application spaces and interaction modes require an emphasis on the quality of experience rather than outcome, and often involve subtleties of the dynamics of engagement with such interfaces and with others through these interfaces. Through hands-on experiences, presentations, and active discussion during the day, we hope to make a start at creating a coherent working framework for this area that can be shared with the larger CHI community.
本次研讨会的目的是创造一种共同的语言来讨论所涉及的问题,研究挑战,以及在设计和评估“柔性”界面方面已经取得的进展。柔性界面旨在通过界面建立人与人之间更丰富的联系,以及更深层次的情感体验。例子包括情感互动系统、游戏和关系建立系统。对于这些类型的应用程序,CHI社区正在与一组新的设计价值和伴随的挑战作斗争,这些挑战很难表达出来,因此很难作为一个社区来推进。这些应用空间和交互模式需要强调体验的质量,而不是结果,并且通常涉及与这些界面以及通过这些界面与其他人互动的微妙动态。通过实践经验、演讲和白天的积极讨论,我们希望开始为这一领域创建一个连贯的工作框架,可以与更大的CHI社区共享。
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引用次数: 14
An interface to aid rural health workers in the preliminary diagnosis of cataract at the slit lamp using LOCS III 使用LOCS III帮助农村卫生工作者在裂隙灯下进行白内障初步诊断的界面
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240984
S. Nainwal
In India there is an inequitable distribution of wealth and resources; while 70% of population lives in villages, about 80 % of ophthalmologists practice in cities [4]. India has 1 ophthalmologist per 100,000 of its population [4] and this ratio is even more dismal for rural areas. In such circumstances, ophthalmologist- based model is not a cost- effective screening method. On the other hand, an ophthalmologist led screening model offers a cost-effective and feasible screening model for screening of eye diseases. Such a model can be beneficial in filling the critical gaps in the government health services. Based on ethnographic studies conducted in Assam, India, We propose and discuss the design of an experimental interactive interface that can help trained rural health workers diagnose and classify the extent of cataract in the preliminary stages. This has two significant benefits:1. The Cataract patients, usually old, and living in rural areas do not have to travel miles away from home only to be told to come back a few months later as the cataract was not sufficiently mature for a surgery yet.2. It provides for a more efficient system that helps the already overburdened ophthalmologists concentrate their time on patients who actually need immediate surgeries thus directly influencing the quality of eye care.
在印度,财富和资源的分配不公平;虽然70%的人口生活在农村,但大约80%的眼科医生在城市执业。印度每10万人中就有1名眼科医生,这一比例在农村地区甚至更低。在这种情况下,以眼科医生为基础的模型不是一种具有成本效益的筛查方法。另一方面,眼科医生主导的筛查模式为眼科疾病的筛查提供了一种经济可行的筛查模式。这种模式有助于填补政府保健服务的重大空白。基于在印度阿萨姆邦进行的人种学研究,我们提出并讨论了一个实验性交互界面的设计,该界面可以帮助训练有素的农村卫生工作者在初步阶段诊断和分类白内障的程度。这有两个显著的好处:白内障患者,通常是老年人,居住在农村地区,不需要长途跋涉到离家几英里的地方,却被告知几个月后再来,因为白内障还没有成熟到可以做手术。它提供了一个更有效的系统,帮助已经负担过重的眼科医生将时间集中在真正需要立即手术的患者身上,从而直接影响眼科护理的质量。
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引用次数: 1
HCI and new media arts: methodology and evaluation 人机交互与新媒体艺术:方法论与评价
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241084
Piotr D. Adamczyk, Kevin Hamilton, M. Twidale, B. Bailey
Successful collaborations between New Media Arts and HCI tend to develop hybrid techniques that promote balanced contributions from both disciplines. However, since many of these collaborations are one-off or highly dependent on the researchers/artists involved, systematic discussions of the role and impact of the various evaluation techniques and methodologies are missing. This workshop is aimed at practitioners from both HCI and the Arts as a venue to discuss the contribution that one another's techniques have made to their own practice, evaluate critical issues in HCI/New Media Collaboration, and examine ways that existing approaches can be extended for a deeper role in practice, design, and research.
新媒体艺术和人机交互之间的成功合作倾向于开发混合技术,促进两个学科的平衡贡献。然而,由于这些合作中的许多都是一次性的或高度依赖于所涉及的研究人员/艺术家,因此缺乏对各种评估技术和方法的作用和影响的系统讨论。本次研讨会旨在让HCI和艺术界的从业者讨论彼此的技术对自己实践的贡献,评估HCI/新媒体合作中的关键问题,并研究现有方法在实践、设计和研究中可以扩展到更深层次的方法。
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引用次数: 11
Social impacts of a video blogging system for clinical instruction 临床教学视频博客系统的社会影响
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240973
L. A. Becvar
In the past decade, digital technology has become widely integrated into many professional training settings, yet at present we lack a detailed understanding of how new technology alters networks of social and technology-mediated interactions present in such environments. I have been engaged in a multi-year ethnography-for-design study in a dental hygiene training program in National City, CA. During the project, I helped design a new clinical training laboratory, equipped with embedded digital media technology, such as flat-panel monitors, computer workstations and overhead cameras. Here, I detail the ethnographic motivations for the design of the technology integrated into the training program. I also present an analysis of how a collaborative video blogging system (a .vlog.), used in an introductory clinical instruction course, affects the network of social and technology-mediated interactions. In particular, I examine how interactions with videos structured the way students and instructors work with each other in the clinic. Additionally, I report how the faculty.s acceptance of technology was influenced by the presentation of divergent methodology in the vlog content.
在过去的十年中,数字技术已经被广泛地整合到许多专业培训环境中,但目前我们对新技术如何改变这种环境中存在的社会网络和技术介导的互动缺乏详细的了解。我在加州National City的一个口腔卫生培训项目中从事了一项为期多年的人种学设计研究。在项目中,我帮助设计了一个新的临床培训实验室,配备了嵌入式数字媒体技术,如平板显示器、计算机工作站和顶置摄像头。在这里,我详细说明了设计融入培训计划的技术的民族志动机。我也提出了一个协作视频博客系统(一个。vlog.)的分析,如何在介绍性临床教学课程中使用,影响社会和技术介导的互动网络。特别是,我研究与视频的互动如何构建学生和教师在诊所相互合作的方式。此外,我报告了教师如何。对技术的接受程度受到vlog内容中发散性方法论呈现的影响。
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引用次数: 5
Location, location, location: a study of bluejacking practices 地点,地点,地点:对蓝劫持行为的研究
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241064
Jennifer Thom-Santelli, A. Ainslie, Geri Gay
We present an initial exploration of bluejacking, the practice of using Bluetooth-enabled mobile phones to send unsolicited messages to other Bluetooth-enabled mobile phones within a transmission range of 10 meters. A content analysis was conducted on 427 bluejacks from Bluejackq, an online community of bluejackers, in which the contextual characteristics of bluejacking were examined. Bluejacking was found to be highly location-dependent, primarily transpiring in everyday public places. The message content of the bluejacks was also inspired by the physical location where bluejacking took place. We also discuss implications of bluejacking with regards to its relationship to public space and comment on how these findings are relevant to mobile social computing.
我们对蓝牙劫持进行了初步探索,即使用蓝牙手机向其他具有蓝牙功能的手机发送未经请求的信息,传输范围为10米。本文对Bluejackq上的427名bluejacq用户进行了内容分析,考察了bluejacq的背景特征。蓝劫持被发现高度依赖于地点,主要发生在日常公共场所。蓝劫持的信息内容也受到了蓝劫持发生的物理位置的启发。我们还讨论了蓝劫持与公共空间的关系,并评论了这些发现如何与移动社交计算相关。
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引用次数: 11
Learning shape writing by game playing 通过游戏学习形状书写
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240934
P. Kristensson, Shumin Zhai
We present a computer game designed to efficiently and playfully teach users shape writing - a new text entry method for pen-based devices.
我们提出了一个电脑游戏,旨在有效和有趣地教用户形状书写-一种新的基于笔的设备的文本输入方法。
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引用次数: 19
Distributed tabletops: territoriality and orientation in distributed collaboration 分布式桌面:分布式协作中的地域和方向
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240986
Philip Tuddenham
Previous research has shown that orientation and territory serve key roles during tabletop collaboration. However, no one has yet investigated whether they can play similar roles in distributed collaboration. In this paper, we design and implement distributed tabletops to address this problem and hence improve distributed collaboration. We show that distributed tabletops allowgeographically-separated collaborators to use orientation and territory to mediate their interactions as they would in co-located collaboration. We also suggest that distributed tabletops offer further benefits such as an increased sense of presence.
先前的研究表明,方向和领域在桌面协作中起着关键作用。然而,还没有人研究过它们是否可以在分布式协作中扮演类似的角色。在本文中,我们设计并实现了分布式桌面来解决这个问题,从而改进了分布式协作。我们展示了分布式桌面允许地理上分离的协作者使用方向和领域来调解他们的交互,就像他们在同一位置的协作中一样。我们还建议分布式桌面提供更多的好处,比如增加存在感。
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引用次数: 7
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CHI '07 Extended Abstracts on Human Factors in Computing Systems
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