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.
{"title":"Acoustic sound localisation: visualisations of a 1st order ambisonic microphone array","authors":"S. Favilla, M. Shackleton, Carl Looper, D. Sly, J. Cannon","doi":"10.1145/3292147.3292212","DOIUrl":"https://doi.org/10.1145/3292147.3292212","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130711298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Hand gestures and visual annotation in live 360 panorama-based mixed reality remote collaboration","authors":"Theophilus Teo, Gun A. Lee, M. Billinghurst, Matt Adcock","doi":"10.1145/3292147.3292200","DOIUrl":"https://doi.org/10.1145/3292147.3292200","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133410087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Deploying new technology in residential aged care: staff members' perspectives","authors":"Wendy Cavenett, Steven Baker, Jenny Waycott, Romina Carrasco, Elena Robertson, F. Vetere, R. Hampson","doi":"10.1145/3292147.3292214","DOIUrl":"https://doi.org/10.1145/3292147.3292214","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134293773","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Using robot pets instead of companion animals for older people: a case of 'reinventing the wheel'?","authors":"S. Coghlan, Jenny Waycott, B. Neves, F. Vetere","doi":"10.1145/3292147.3292176","DOIUrl":"https://doi.org/10.1145/3292147.3292176","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122205271","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Study of socially appropriate robot behaviors in human-robot conversation closure","authors":"Toshihiko Isaka, Ryosuke Aoki, Naoki Ohshima, N. Mukawa","doi":"10.1145/3292147.3292243","DOIUrl":"https://doi.org/10.1145/3292147.3292243","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131591531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Understanding the impact of cultural contents in digital games on players' engagement, enjoyment, and motivation in gameplay","authors":"A. Pyae, Hein Htoo Zaw, May Thin Khine","doi":"10.1145/3292147.3292192","DOIUrl":"https://doi.org/10.1145/3292147.3292192","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129115646","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Designing for refugees: insights from design workshop","authors":"Asam Almohamed, Dhaval Vyas, Jinglan Zhang","doi":"10.1145/3292147.3292196","DOIUrl":"https://doi.org/10.1145/3292147.3292196","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129160757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Virtual assistants for mobile interaction: a review from the accessibility perspective","authors":"C. Siebra, W. Correia, Marcelo Penha, Jefté Macedo, J. Quintino, Marcelo Anjos, Fabiana Florentin, F. Q. Silva, André L. M. Santos","doi":"10.1145/3292147.3292232","DOIUrl":"https://doi.org/10.1145/3292147.3292232","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125343622","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"HCI as social policy: perspectives on digital rights in ethical design","authors":"R. Calvo, Dorian Peters, J. Huppert, G. Goggin","doi":"10.1145/3292147.3292162","DOIUrl":"https://doi.org/10.1145/3292147.3292162","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126749535","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Combining WOz testing and ride along video ethnographies: advancing methodologies for autonomous driving car development for mixed traffic environments","authors":"Katalin Osz, K. Raats, Vaike Fors, S. Pink, Thomas Lindgren","doi":"10.1145/3292147.3292211","DOIUrl":"https://doi.org/10.1145/3292147.3292211","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115283689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}