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

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Skunkworks finder: unlocking the diversity advantage of urban innovation ecosystems 臭鼬工厂发现者:解锁城市创新生态系统的多样性优势
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292169
Dario Casadevall, M. Foth, Ana Bilandzic
Entrepreneurs and start-up founders using innovation spaces and hubs often find themselves inside a filter bubble or echo chamber, where like-minded people tend to come up with similar ideas and recommend similar approaches to innovation. This trend towards homophily and a polarisation of like-mindedness is aggravated by algorithmic filtering and recommender systems embedded in mobile technology and social media platforms. Yet, genuine innovation thrives on social inclusion fostering a diversity of ideas. To escape these echo chambers, we designed and tested the Skunkworks Finder - an exploratory tool that employs social network analysis to help users discover spaces of difference and otherness in their local urban innovation ecosystem.
使用创新空间和中心的企业家和初创企业创始人经常发现自己置身于一个过滤气泡或回音室中,在那里,志同道合的人往往会提出类似的想法,并推荐类似的创新方法。移动技术和社交媒体平台中嵌入的算法过滤和推荐系统,加剧了这种趋同和志趣相投的两极分化趋势。然而,真正的创新是在社会包容、促进思想多样性的基础上蓬勃发展的。为了逃离这些回音室,我们设计并测试了Skunkworks Finder,这是一种探索性工具,它利用社会网络分析来帮助用户发现当地城市创新生态系统中的差异和差异性空间。
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引用次数: 4
Bridging the cross-cultural language divide through design 通过设计弥合跨文化的语言鸿沟
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292222
C. Zheng, A. Khan, Ben Matthews
With the increasing trend of students going abroad to pursue their higher education, cross-cultural collaboration has become increasingly important. This study explores what considerations need to be taken into account when designing a pedagogical tool that helps enhance cross-cultural communication in a co-located context. We use a multi-stage approach that starts with a survey and observations to understand what are the key contextual aspects of cross-cultural groups. In the second stage, we design a technology probe Contributor, an interactive tabletop interface, which is deployed in a workshop involving university students with practical experience in Human Computer Interaction (HCI). Results show that key considerations when designing for co-located cross-cultural collaboration tools in the context of higher education are: social accountability and visibility of prompts and accessibility of devices; focus on maintaining participants' attention to enhance conversation dynamics; focus on data privacy when monitoring actions of participants; and providing a platform for participants that allows externalization of ideas through annotations and visualizations, as well as highlighting keywords relevant to the discussion.
随着越来越多的学生出国接受高等教育,跨文化合作变得越来越重要。本研究探讨了在设计教学工具时需要考虑哪些因素,以帮助在同一地点的背景下加强跨文化交流。我们采用多阶段的方法,从调查和观察开始,了解跨文化群体的关键语境方面。在第二阶段,我们设计了一个技术探针贡献者,一个交互式桌面界面,它被部署在一个研讨会上,涉及具有人机交互(HCI)实践经验的大学生。结果表明,在高等教育背景下设计同地跨文化协作工具时,关键考虑因素是:社会责任、提示的可见性和设备的可访问性;专注于保持参与者的注意力,以增强对话的动力;在监控参与者的行为时,关注数据隐私;并为参与者提供一个平台,允许通过注释和可视化将想法具体化,并突出显示与讨论相关的关键字。
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引用次数: 0
Four factors informing design judgement at a hackathon 黑客马拉松设计判断的四个因素
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292155
Jeanette Falk Olesen, N. B. Hansen, Kim Halskov
Hackathons have attracted increasing interest in recent years, and whereas much of the research focus on the role of hackathons as potential means for education, innovation, or municipal engagement, this paper focuses on the creative process of a hackathon. We present an explorative, autobiographical case study of a team at a hackathon and in the analysis we identify four factors, which in particular impacted the team's design judgement during the hackathon: 1) The hackathon format, 2) the available tools and materials, 3) the participants' domain knowledge, and 4) the participants' technical knowledge. Though the factors are evident in most design processes, we discuss how the four factors in a hackathon setting influenced the design judgement in a particular way and how the factors influenced the creative engagement in developing technology in the hackathon. We discuss potential implications for future research on how to understand design judgements made under the particular circumstances of a hackathon.
近年来,黑客马拉松吸引了越来越多的兴趣,尽管许多研究都集中在黑客马拉松作为教育、创新或市政参与的潜在手段的作用上,但本文关注的是黑客马拉松的创造过程。我们提出了一个探索性的、自传式的黑客马拉松团队案例研究,在分析中,我们确定了四个因素,特别影响团队在黑客马拉松期间的设计判断:1)黑客马拉松的形式,2)可用的工具和材料,3)参与者的领域知识,4)参与者的技术知识。虽然这些因素在大多数设计过程中都很明显,但我们将讨论黑客马拉松环境中的这四个因素如何以特定的方式影响设计判断,以及这些因素如何影响黑客马拉松中开发技术的创造性参与。我们讨论了如何理解在黑客马拉松的特殊情况下做出的设计判断对未来研究的潜在影响。
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引用次数: 8
Outpost 前哨
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292244
A. Khan, Trevor Hunter, Peter Worthy
Greetings from the dry, dry world of Western Australia. Australia was largely cushioned from the worst of the effects of the Global Financial Crisis (GFC) because of the strength of its mining industry, strong regulatory banking controls and from the Government having budgeted for surpluses over several years. Western Australia was and still is the leading State in the country driving the national economy. However this year it has been our turn to experience a severe drought from the Gascoyne Region and through the whole south west of the State. Whilst Perth has only received about half of its annual average rainfall this year many parts the Wheatbelt have only received 10% or 20% and that means the total wheat, barley, oats and canola crops will only be less than half of the average production.
来自西澳大利亚干燥世界的问候。澳大利亚在很大程度上缓解了全球金融危机最严重的影响,因为它的采矿业实力雄厚,对银行的严格监管,以及政府几年来的预算盈余。西澳大利亚州过去是,现在仍然是推动全国经济的主要州。然而,今年轮到我们经历了来自加斯科因地区和整个州西南部的严重干旱。虽然珀斯今年的降雨量只有年平均降雨量的一半左右,但小麦带的许多地方的降雨量只有10%或20%,这意味着小麦、大麦、燕麦和油菜的总产量将不到平均产量的一半。
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引用次数: 0
HandsInTouch
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292177
Weidong Huang, Mark Billinghurst, Leı̈la Alem, Seungwon Kim
Many systems have been developed to support remote collaboration, where hand gestures or sketches can be shared. However, the effect of combining gesture and sketching together has not been fully explored and understood. In this paper we describe HandsInTouch, a system in which both hand gestures and sketches made by a remote helper are shown to a local user in real time. We conducted a user study to test the usability of the system and the usefulness of combing gesture and sketching for remote collaboration. We discuss results and make recommendations for system design and future work.1
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引用次数: 1
Use of voice activated interfaces by people with intellectual disability 智障人士使用声控界面
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292161
Saminda Sundeepa Balasuriya, Laurianne Sitbon, A. Bayor, Maria Hoogstrate, M. Brereton
People with intellectual disability are keen users of information technology, but the need for spelling and typing skills often presents a barrier to information and media search and access. The paper presents a study to understand how people with intellectual disabilities can use Voice Activated Interfaces (VAIs) to access information and assist in daily activities. The study involves observations and video analysis of 18 adults with intellectual disability using VAIs and performing 4 tasks: calibrating the VAIs, using voice assistant (Siri or Google) to search images, using voice to query Youtube, and using the voice assistant to perform a daily task (managing calendar, finding directions, etc.). 72% of participants stated that this was their preferred form of input. 50% could perform all four tasks they attempted with successful outcomes, and 55% three of the tasks. We identify the main barriers and opportunities for existing VAIs and suggest future improvements mainly around audio feedback given to participants. Notably, we found that participants' mental model of the VAIs was that of a person, implications for which include the user having to speak in long polite sentences and expecting voice responses and feedback about the state of the device. We suggest ways that VAIs can be adjusted so that they are more inclusive.
智障人士热衷于使用信息技术,但对拼写和打字技能的需求往往成为信息和媒体搜索和获取的障碍。本文介绍了一项研究,以了解智障人士如何使用声控界面(VAIs)来获取信息和协助日常活动。该研究包括观察和视频分析18名智障成年人使用VAIs并执行4项任务:校准VAIs,使用语音助手(Siri或Google)搜索图像,使用语音查询Youtube,以及使用语音助手执行日常任务(管理日历,查找方向等)。72%的参与者表示,这是他们更喜欢的输入形式。50%的人可以成功完成所有四项任务,55%的人可以完成三项任务。我们确定了现有vai的主要障碍和机会,并建议未来主要围绕给参与者的音频反馈进行改进。值得注意的是,我们发现参与者对VAIs的心理模型是一个人的,这意味着用户必须用礼貌的长句子说话,并期待语音响应和关于设备状态的反馈。我们建议调整vai的方法,使其更具包容性。
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引用次数: 40
Exploring video annotation as a tool to support dance teaching 探索视频注释作为辅助舞蹈教学的工具
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292194
Augusto Dias Pereira dos Santos, L. Loke, Roberto Martínez Maldonado
It is challenging for dance teachers to provide feedback to all students learning to dance. This is a common problem in large social dance classes, where the teacher do not have time to reflect before giving feedback. One possible way to address this is to allow dance instructors, peers, or students themselves to assess students' performance using video recordings. In this paper, we explore the use of a video annotation tool by dance teachers. We focused on a particular style of partner dance: Forró. We followed a three-step process to design and validate the video annotation tool, which includes: 1) interviewing dance teachers to understand the context and their needs; 2) asking teachers to assess video recordings of students dancing to capture their 'vocabulary'; and 3) developing the video annotation tool. We conducted semi-structured interviews with four dance teachers to understand how the tool can support dance teaching. The contribution of this paper is the exploration of the use of video annotation as a tool to support dance teaching. The paper discusses a series of insights gained by teachers as a result of using our annotation tool which was carefully crafted based on dance education foundations and the vocabulary elicited from experienced dance teachers.
对舞蹈老师来说,为所有学习舞蹈的学生提供反馈是一项挑战。这是大型社交舞蹈课上的一个常见问题,老师在给出反馈之前没有时间进行反思。解决这个问题的一个可能的方法是允许舞蹈教练、同伴或学生自己用录像来评估学生的表现。在本文中,我们探讨了舞蹈教师使用视频注释工具。我们专注于一种特殊的舞伴舞蹈风格:Forró。我们按照三步的流程来设计和验证视频注释工具,其中包括:1)采访舞蹈教师,了解背景和他们的需求;2)要求教师评估学生跳舞的录像,以捕捉他们的“词汇”;3)开发视频标注工具。我们对四位舞蹈教师进行了半结构化访谈,以了解该工具如何支持舞蹈教学。本文的贡献在于探索视频注释作为辅助舞蹈教学的工具。本文讨论了教师在使用我们的注释工具时获得的一系列见解,该工具是根据舞蹈教育基础和从经验丰富的舞蹈教师那里获得的词汇精心制作的。
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引用次数: 16
Analysing micro-location beacon gamification: scenarios, types and characteristics 分析微定位信标游戏化:场景、类型和特征
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292210
Nikolche Vasilevski, Jeffrey E. Brand, James R. Birt
Gamification applied to service marketing is a growing area of research with an increasing focus on physical location and service. However, there are often accuracy issues with GPS implementations of location-based gamification. In this problem domain, micro-location has emerged. This paper proposes an analysis method to the theme and categorises micro-located gamification applications in an effort to understand the capabilities, advantages and shortcomings of the technology. Data were gathered from 30 micro-located gamification applications between the years of 2013 and 2018. The data were analysed through relational content analysis allowing categorisation and theme identification. Various scenarios are presented where micro-location plays a significant HCI role. Examples of existing services that implement gamification are also presented. Finally, factors that impact the micro-location method are explored. These findings contribute to HCI by providing guidance for present and perspective micro-location gamification implementations.
游戏化应用于服务营销是一个不断发展的研究领域,越来越关注物理位置和服务。然而,基于位置的游戏化的GPS执行通常存在准确性问题。在这个问题领域,微定位已经出现。本文提出了一种分析方法,并对微定位游戏化应用进行了分类,以了解该技术的能力,优势和缺点。数据收集自2013年至2018年间的30个微定位游戏化应用程序。数据通过相关内容分析进行分析,允许分类和主题识别。在不同的场景中,微定位发挥着重要的HCI作用。还提供了实现游戏化的现有服务的示例。最后,探讨了影响微定位方法的因素。这些发现通过为当前和未来的微位置游戏化实施提供指导,有助于HCI的发展。
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引用次数: 3
Investigating blind people's preferences when exploring maps using static and rotatable audio-tactile maps at different orientations 研究盲人在使用不同方向的静态和可旋转听觉触觉地图探索地图时的偏好
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292199
Nazatul Naquiah Abd Hamid, W. Adnan, F. H. A. Razak
Maps have been used in different ways to facilitate travellers in wayfinding. Depending on the traveller's ability to translate the direction on the map to the real world, maps are normally read at different orientations. Some have the ability to rotate the map mentally without having to change its original orientation and some require the map to be aligned with the direction of the intended path. Blind people are not excluded from using maps. A multimodal map that combines touch and hearing has been introduced to enable blind people to learn maps. However, such maps usually enable blind people to explore maps only in a fixed orientation. This raises a question of whether they might also benefit from the ability to change the orientation. Therefore, this paper investigates 12 blind people's preferences from a study conducted in Malaysia. The participants were required to explore five maps at different orientations in static and rotatable conditions based on the directional task given before performing a pointing task. Their preferences for the conditions were acquired through a series of interviews. Results showed that the blind participants did have their own preference when exploring the maps based on various reasons.
地图有不同的用途,方便旅客找路。根据旅行者将地图上的方向转换为现实世界的能力,地图通常是在不同的方向上阅读的。有些游戏能够在不改变其原始方向的情况下旋转地图,有些则要求地图与预期路径的方向保持一致。盲人也可以使用地图。为了让盲人学习地图,引入了触觉和听觉相结合的多模态地图。然而,这样的地图通常只能让盲人在一个固定的方向上探索地图。这就提出了一个问题,即它们是否也能从改变方向的能力中受益。因此,本文从马来西亚进行的一项研究中调查了12位盲人的偏好。参与者被要求在执行指向任务之前,根据给定的方向任务,在静态和可旋转的条件下探索五张不同方向的地图。他们对条件的偏好是通过一系列访谈获得的。结果表明,由于各种原因,盲人参与者在探索地图时确实有自己的偏好。
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引用次数: 0
Educational virtuality: cognitive benefits, design processes and new frontiers 教育虚拟:认知效益、设计过程和新领域
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3295498
R. Brown, S. Türkay, Laurianne Sitbon
Virtuality, often expressed via technologies such as Virtual Reality (VR) or Augmented Reality (AR) has become a staple of media news, cultural artefacts (e.g. Ready Player One) and much research in universities and IT companies. Since the inception of the Oculus Rift as an accessible head mounted display (HMD) for building VR applications the industry has exploded into a potentially $108 billion industry by 2021 [1]. Australia has industry and research communities as well performing research into the use of VR in entertainment, video, cultural heritage as well as low level hardware topics such as implementations of wireless VR HMDs. Various groups in Australia are collaborating and forming a robust presence in the research and startup spheres. We wish to establish with this workshop a focus for the research community in Australia in the direction of education, in particular, to deal with issues local to Australia in areas of inclusiveness and diversity. In particular, this workshop aims to draw together a group of VR/AR researchers to explore the boundaries of immersive virtuality in education and to push into new territories identified from the workshop.
虚拟现实,通常通过虚拟现实(VR)或增强现实(AR)等技术来表达,已经成为媒体新闻,文化文物(例如Ready Player One)以及大学和IT公司的许多研究的主要内容。自Oculus Rift作为一种可访问的头戴式显示器(HMD)用于构建VR应用程序以来,该行业已经在2021年爆发成一个潜在的1080亿美元的行业[1]。澳大利亚拥有行业和研究团体,以及对VR在娱乐,视频,文化遗产以及低层次硬件主题(如无线VR头显的实现)中的使用进行研究。澳大利亚的各种团体正在合作,并在研究和创业领域形成强大的存在。我们希望通过这次研讨会为澳大利亚的研究界在教育方向上建立一个重点,特别是在包容性和多样性领域处理澳大利亚当地的问题。特别值得一提的是,本次研讨会旨在汇集一群VR/AR研究人员,探索沉浸式虚拟教育的边界,并推动研讨会确定的新领域。
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引用次数: 2
期刊
Proceedings of the 30th Australian Conference on Computer-Human Interaction
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