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Proceedings of the 30th Australian Conference on Computer-Human Interaction最新文献

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Acoustic sound localisation: visualisations of a 1st order ambisonic microphone array 声学定位:一阶双声麦克风阵列的可视化
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292212
S. Favilla, M. Shackleton, Carl Looper, D. Sly, J. Cannon
This paper reports on preliminary design and testing of an acoustic spatial localisation system capable of creating detailed two dimensional noise visualisations (heat-maps). The work has developed alongside a range of 360 Ambisonic audio projects including dynamic binaural synthesis, high-resolution head-tracking systems, loudspeaker arrays for simulation and 360 soundfield processing techniques. The sound localisation system uses a total of twelve audio channels and potentially fills a niche between high-end acoustic cameras and MEMs microphone arrays. It is anticipated this work will develop multisensory display and machine listening solutions for a broad range of research domains. The paper reviews a range of current work and presents a background to Ambisonic processing, a description of the system, an experiment and spatial localisation results.
本文报告了声学空间定位系统的初步设计和测试,该系统能够创建详细的二维噪声可视化(热图)。这项工作与一系列360度双耳音频项目一起发展,包括动态双耳合成、高分辨率头部跟踪系统、模拟扬声器阵列和360声场处理技术。声音定位系统总共使用12个音频通道,可能填补高端声学相机和MEMs麦克风阵列之间的空白。预计这项工作将为广泛的研究领域开发多感官显示和机器听力解决方案。本文回顾了一系列当前的工作,并介绍了双声处理的背景,系统的描述,实验和空间定位结果。
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引用次数: 0
Hand gestures and visual annotation in live 360 panorama-based mixed reality remote collaboration 手势和视觉注释在实时360全景混合现实远程协作
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292200
Theophilus Teo, Gun A. Lee, M. Billinghurst, Matt Adcock
In this paper, we investigate hand gestures and visual annotation cues overlaid in a live 360 panorama-based Mixed Reality remote collaboration. The prototype system captures 360 live panorama video of the surroundings of a local user and shares it with another person in a remote location. The two users wearing Augmented Reality or Virtual Reality head-mounted displays can collaborate using augmented visual communication cues such as virtual hand gestures, ray pointing, and drawing annotations. Our preliminary user evaluation comparing these cues found that using visual annotation cues (ray pointing and drawing annotation) helps local users perform collaborative tasks faster, easier, making less errors and with better understanding, compared to using only virtual hand gestures.
在本文中,我们研究了手势和视觉注释线索叠加在一个实时360全景混合现实远程协作。原型系统捕获本地用户周围环境的360度全景视频,并与远程位置的另一个人共享。佩戴增强现实或虚拟现实头戴式显示器的两名用户可以使用增强视觉交流线索(如虚拟手势、光线指向和绘图注释)进行协作。我们对这些提示的初步用户评估比较发现,与仅使用虚拟手势相比,使用视觉注释提示(光线指向和绘图注释)可以帮助本地用户更快、更容易地执行协作任务,减少错误并更好地理解。
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引用次数: 37
Deploying new technology in residential aged care: staff members' perspectives 在安老院舍应用新科技:职员的观点
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292214
Wendy Cavenett, Steven Baker, Jenny Waycott, Romina Carrasco, Elena Robertson, F. Vetere, R. Hampson
Residential aged care facilities (RACFs) provide full-time, permanent care for older adults who are no longer able to live at home independently. In these facilities, new technology such as tablets, virtual reality, and social robots are increasingly being deployed with the aim of providing engaging and fun activities for residents. Although HCI research has examined the design and use of technology in aged care, there is limited understanding of the role staff members play in its deployment in RACFs. We interviewed five workers from one Australian RACF about new technology use within their facility. We found that its implementation was part of a complex, decision-making hierarchy in which issues such as marketing potential and staff members' roles and capacity, created tensions about the use of new technology. Drawing on our findings, we identify issues HCI researchers should consider when introducing new technology in this complex environment.
住宿老年护理设施(racf)为不能再独立在家生活的老年人提供全职、永久的护理。在这些设施中,平板电脑、虚拟现实和社交机器人等新技术被越来越多地应用,目的是为居民提供有趣的活动。虽然HCI研究已经检查了老年护理中技术的设计和使用,但对工作人员在racf中部署技术方面所起的作用的了解有限。我们采访了来自澳大利亚RACF的五名工人,了解他们在工厂内使用新技术的情况。我们发现,它的实施是一个复杂的决策层次结构的一部分,在这个层次结构中,营销潜力和工作人员的角色和能力等问题,在使用新技术方面造成了紧张关系。根据我们的研究结果,我们确定了在这个复杂的环境中引入新技术时HCI研究人员应该考虑的问题。
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引用次数: 14
Using robot pets instead of companion animals for older people: a case of 'reinventing the wheel'? 用机器人宠物代替老年人的伴侣动物:这是“重新发明轮子”吗?
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292176
S. Coghlan, Jenny Waycott, B. Neves, F. Vetere
Robot pets are being developed and deployed to provide companionship for older adults. While robot pets offer some therapeutic benefits, their intended use for 'companionship' often provokes ethical debate, including concern that interactions with robot pets are demeaning or lack value compared to other social interactions. Another concern is that robot pets provide no real advantages over companion animals. This conceptual paper draws on philosophy, human-animal bond research, and technology development in robotics, to consider whether robot pets provide new opportunities for companionship as opposed to just 'reinventing the wheel'. We argue that robot pets may sometimes be as beneficial as companion animals or offer something different and distinctive. The paper provides a foundation for further multidisciplinary research to advance understanding of the ethical issues and the opportunities and challenges that arise in our ongoing and changing relationships with new technologies such as robot pets.
机器人宠物正在开发和部署,为老年人提供陪伴。虽然机器人宠物提供了一些治疗效果,但它们的“陪伴”用途经常引发道德争论,包括担心与其他社交互动相比,与机器人宠物的互动是贬低或缺乏价值的。另一个担忧是,与伴侣动物相比,机器人宠物并没有真正的优势。这篇概念性论文借鉴了哲学、人与动物关系研究和机器人技术的发展,来考虑机器人宠物是否为陪伴提供了新的机会,而不仅仅是“重新发明轮子”。我们认为,机器人宠物有时可能和伴侣动物一样有益,或者提供一些不同的、独特的东西。本文为进一步的多学科研究提供了基础,以促进对伦理问题的理解,以及我们与机器人宠物等新技术之间不断变化的关系中出现的机遇和挑战。
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引用次数: 23
Study of socially appropriate robot behaviors in human-robot conversation closure 人机对话结束中机器人社会适宜行为的研究
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292243
Toshihiko Isaka, Ryosuke Aoki, Naoki Ohshima, N. Mukawa
In human-robot communication, humans appear to have difficulty ending their conversations with robots due to a certain consideration toward the robot itself. Thus, verbal and nonverbal cues in robot behaviors are critical to ease conversational closure. In this study1, human participants observed either of three types of robot nonverbal behaviors, e.g., continual gestures by robot(Condition 1), reducing gestures(Condition 2) and gesture followed by adapter(Condition 3). All the conversations were videotaped, and the participants were interviewed after the experiment. The experimental results showed that adapter behaviors of robot helped to end a conversation. Furthermore, when the robot expressed adapters, the human followed suit, indicating that the participants wanted to end the conversation. These findings will contribute to the design of robot behavior that improves human-robot communication.
在人机交流中,由于对机器人本身的某种考虑,人类似乎很难结束与机器人的对话。因此,机器人行为中的语言和非语言暗示对于缓解对话结束至关重要。在本研究中,人类参与者观察机器人的三种非语言行为,即机器人持续的手势(条件1),减少手势(条件2)和手势之后的适配器(条件3)。所有的对话都被录下来,并在实验结束后对参与者进行访谈。实验结果表明,机器人的适配行为有助于结束对话。此外,当机器人表示适配器时,人类也会效仿,表明参与者想要结束对话。这些发现将有助于机器人行为的设计,从而改善人机交流。
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引用次数: 2
Understanding the impact of cultural contents in digital games on players' engagement, enjoyment, and motivation in gameplay 理解数字游戏中的文化内容对玩家粘性、乐趣和玩法动机的影响
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292192
A. Pyae, Hein Htoo Zaw, May Thin Khine
Culturalization plays an important role in digital game localization. To date, game culturalization is under-researched, and little is known about the influence of cultural contents in digital games on players' gameplay experiences (e.g. engagement). Thus, in this study, we conducted a user study of the digital game called "The Return: Forbidden Throne" with 15 participants to understand the impact of cultural contents in the game on players' experiences. The findings show that the players' engagement in the cultural contents of the game is positively associated with their engagement in the gameplay while having no relationship with their enjoyment and motivation in the game. The participants' interests and attention towards the cultural contents of the game are relatively high. The findings suggest that integrating relevant cultural contents in digital games, especially for game localization and culturalization, can make players more engaged in the game. The findings can be insightful for game designers and developers, especially in digital game localization and culturalization.
文化在数字游戏本土化中扮演着重要角色。到目前为止,游戏文化还未得到充分的研究,关于数字游戏中的文化内容对玩家游戏体验(如用户粘性)的影响,我们所知甚少。因此,在本研究中,我们对15名参与者的数字游戏“the Return: Forbidden Throne”进行了用户研究,以了解游戏中的文化内容对玩家体验的影响。研究结果表明,玩家对游戏文化内容的投入与他们对游戏玩法的投入呈正相关,而与他们在游戏中的乐趣和动机无关。参与者对游戏文化内容的兴趣和关注度较高。研究结果表明,将相关文化内容整合到数字游戏中,特别是游戏本土化和文化化,可以提高玩家对游戏的参与度。这些发现对游戏设计师和开发者来说具有深刻的启发意义,尤其是在数字游戏本土化和文化化方面。
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引用次数: 1
Designing for refugees: insights from design workshop 为难民设计:来自设计工作坊的见解
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292196
Asam Almohamed, Dhaval Vyas, Jinglan Zhang
Newcomer refugees face enormous challenges on their arrival in host countries to start their new lives. Non-governmental organizations (NGOs) and volunteers play a vital role in helping newly arrived refugees meet their needs during their process of resettlement. ICT can facilitate social interactions between refugees and NGOs, thus supporting refugees' connections within the host community. This study focuses on evaluating an initial prototype that has been designed to support social interaction between refugees and NGOs in a host community. We present the findings from a design workshop with seven newcomer refugees from Iraq. Following the workshop, we interviewed the head of an NGO and two volunteers. We found that participants face problems in finding information, getting jobs, and connecting with members from the host community. Based on these results, we offer three main design concepts that will guide us to improve our initial prototype in future work to support the social interaction between refugees and NGOs.
新难民在抵达东道国开始新生活时面临巨大挑战。非政府组织和志愿人员在帮助新抵达的难民在重新安置过程中满足其需要方面发挥着至关重要的作用。信息和通信技术可以促进难民和非政府组织之间的社会互动,从而支持难民在收容社区内的联系。这项研究的重点是评估一个最初的原型,该原型旨在支持难民和收容社区的非政府组织之间的社会互动。我们展示了与7名来自伊拉克的新难民一起参加设计研讨会的结果。工作坊结束后,我们采访了一家非政府组织的负责人和两名志愿者。我们发现,参与者在寻找信息、找工作以及与东道国社区的成员联系方面面临问题。基于这些结果,我们提出了三个主要的设计概念,这些概念将指导我们在未来的工作中改进最初的原型,以支持难民和非政府组织之间的社会互动。
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引用次数: 16
Virtual assistants for mobile interaction: a review from the accessibility perspective 移动交互的虚拟助手:从可访问性角度的回顾
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292232
C. Siebra, W. Correia, Marcelo Penha, Jefté Macedo, J. Quintino, Marcelo Anjos, Fabiana Florentin, F. Q. Silva, André L. M. Santos
The technology of virtual assistants (VAs) is a powerful option to support the interaction of human users with computational systems. These VAs are able, for example, to identify interaction problems and offer recommendations on the execution of commands. This work analyses the use of VAs as a resource of accessibility for mobile devices. This analysis was carried out by means of a literature review, which considered both academic studies and commercial solutions. The results showed that there are very few researches in this area and this fact motivated the development of an evaluation protocol, and related set of tests cases, which can verify if current VAs are in fact able to support the interaction of motor and visually impaired users with their mobile devices.
虚拟助手(VAs)技术是支持人类用户与计算系统交互的强大选择。例如,这些VAs能够识别交互问题并提供有关命令执行的建议。本工作分析了VAs作为移动设备可访问性资源的使用情况。这一分析是通过文献综述的方式进行的,其中考虑了学术研究和商业解决方案。结果表明,在这一领域的研究很少,这一事实推动了评估协议的开发,以及相关的一组测试用例,可以验证当前的VAs是否真的能够支持运动和视觉受损的用户与他们的移动设备的交互。
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引用次数: 10
HCI as social policy: perspectives on digital rights in ethical design HCI作为社会政策:道德设计中的数字权利视角
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292162
R. Calvo, Dorian Peters, J. Huppert, G. Goggin
By mediating activity, technology can empower or limit people's lives. This raises a number of ethical challenges for technology designers since their work directly touches on what people consider their 'rights' and their needs for a good life. In this article, we summarise a number of philosophical perspectives that stand to inform our understanding of design for digital rights. These foreground discussion of the Digital Rights in Australia Report, a study of Australians' views (N=1603) on a number of critical rights including privacy, free speech, workplace technologies and government surveillance. The data is analysed from a rights perspective, considering and moving beyond classic negative and positive rights accounts. We conclude with a discussion of how such studies could inform HCI research and practice.
通过调节活动,技术可以增强或限制人们的生活。这给技术设计师带来了许多道德挑战,因为他们的工作直接涉及到人们对自己的“权利”和对美好生活的需求。在本文中,我们将总结一些有助于我们理解数字版权设计的哲学观点。这些关于澳大利亚数字权利报告的前景讨论,该报告研究了澳大利亚人对一些关键权利的看法(N=1603),包括隐私,言论自由,工作场所技术和政府监督。数据从权利角度进行分析,考虑并超越了传统的消极和积极的权利描述。最后,我们讨论了这些研究如何为HCI研究和实践提供信息。
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引用次数: 1
Combining WOz testing and ride along video ethnographies: advancing methodologies for autonomous driving car development for mixed traffic environments 结合WOz测试和骑行视频人种学:推进混合交通环境下自动驾驶汽车开发的方法
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292211
Katalin Osz, K. Raats, Vaike Fors, S. Pink, Thomas Lindgren
Experimental 'Wizard of Oz' (WOz) User Experience (UX) research in the context of Autonomous Driving (AD) car development is becoming more interdisciplinary, human-centric and open to innovative methodological collaborations. In this paper, we demonstrate a mixed-methodological approach to research how people engage with and make sense of automated features that do not yet exist in everyday life contexts. We present how the combination of WOz testing and ethnographic ride-alongs have been developed and how the two different approaches can benefit from each other. We selected two everyday driving examples - emerging from T-junction and changing lane on the motorway - to demonstrate the value of mixing these methodologies. We propose that by building new collaborative test practices, we can create a more everyday-life oriented approach that better attends to people's experiences, imaginaries and projections into possible futures of driving, which is particularly important to incorporate in AD vehicle design for mixed traffic environments.
在自动驾驶(AD)汽车开发的背景下,实验性的“绿野仙踪”(WOz)用户体验(UX)研究正变得更加跨学科、以人为中心,并对创新的方法论合作持开放态度。在本文中,我们展示了一种混合方法来研究人们如何参与和理解日常生活环境中尚未存在的自动化功能。我们介绍了WOz测试和人种学骑行的结合是如何发展起来的,以及这两种不同的方法如何相互受益。我们选择了两个日常驾驶的例子——从t型路口出来和在高速公路上变道——来展示混合这些方法的价值。我们建议,通过建立新的协作测试实践,我们可以创造一种更加以日常生活为导向的方法,更好地关注人们的体验、想象和对未来驾驶可能的预测,这对于将其纳入混合交通环境的自动驾驶汽车设计尤为重要。
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引用次数: 8
期刊
Proceedings of the 30th Australian Conference on Computer-Human Interaction
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