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CHI '08 Extended Abstracts on Human Factors in Computing Systems最新文献

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Creating social value of interactive media installation: case study of designing "wish spark" 互动媒体装置的社会价值创造——以“愿望火花”设计为例
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358770
Sunyoung Park, T. Nam, Yuree Stacy Lim
We present a public interactive media installation, "Wish Spark" that evokes people's participation, sharing and giving. Different from art-based interactive media installation, Wish Spark has a practical feature; an aid for making donation a pleasurable, meaningful, and interactive activity. Our main concept is to make a system that appeals donation behavior as an act of fun not as a buggy activity, and finally lead people to make freewill contribution for society. This paper presents design process on how to make synergic effect of charitable giving as well as makes people have fun together. The act of throwing coin into the fountain was found to be a powerful and traditional way of making donation, thus it was used as a main metaphor for our solution. When people throw coins with their wish into Wish Spark, light and sound expressions occur to create a pleasurable user experience. The corrected coins are represented as people's wishes. Wish Spark is suggested to install in the landing gate of the airport because people can easily have a chance to give donation with small effort. In this project, we suggest a possibility to extend the social value of media installation by introducing interaction design process between human and public environment.
我们展示了一个公共互动媒体装置“Wish Spark”,唤起人们的参与、分享和给予。不同于艺术化的互动媒体装置,Wish Spark具有实用性;使捐赠成为一种愉快的、有意义的、互动的活动。我们的主要理念是建立一个系统,让捐赠行为成为一种有趣的行为,而不是一种错误的活动,最终引导人们自愿为社会做出贡献。本文介绍了如何使慈善捐赠产生协同效应,使人们共同快乐的设计过程。人们发现向喷泉里扔硬币是一种强大而传统的捐赠方式,因此它被用作我们解决方案的主要隐喻。当人们把带着愿望的硬币扔进wish Spark时,光和声音的表达就会产生愉悦的用户体验。改正后的硬币代表了人们的愿望。建议在机场的降落门安装Wish Spark,因为人们可以很容易地有机会进行捐赠。在这个项目中,我们提出了一种可能性,通过引入人与公共环境之间的交互设计过程来扩展媒体装置的社会价值。
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引用次数: 0
aSister: scheduling for homeless women with special needs 助理:安排有特殊需要的无家可归妇女
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358938
K. Gupta, Adwait Joshi, Jamie Allison McAtee, N. Vaz
Homeless women need special care and attention especially during pregnancy or while trying to overcome substance abuse. We present a solution to help counselors working with these women. The solution allows the counselor to send text messages, which can be used to remind women of their daily schedule, as well as provide them with health and nutritional information. The system will also serve as a persuasive tool to help them develop positive behavior through the delivery of encouraging messages. Cell phone technology usage is increasing rapidly among the homeless population. The system uses text messaging which is an inexpensive and non-obtrusive method of communication. Our study contains details on the design of such a system and also attempts to evaluate the efficacy of such a text messaging system.
无家可归的妇女需要特别的照顾和关注,特别是在怀孕期间或在试图克服药物滥用期间。我们提出了一个解决方案,帮助咨询师与这些女性一起工作。该解决方案允许咨询师发送短信,可以用来提醒女性她们的日常安排,并为她们提供健康和营养信息。该系统还将作为一个有说服力的工具,通过传递鼓励的信息来帮助他们养成积极的行为。在无家可归的人群中,手机技术的使用正在迅速增加。该系统使用短信,这是一种廉价且不引人注目的通信方式。我们的研究包含了这样一个系统的设计细节,也试图评估这样一个短信系统的功效。
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引用次数: 4
Ubipay: conducting everyday payments with minimum user involvement Ubipay:以最少的用户参与进行日常支付
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358887
V. Lehdonvirta, H. Soma, Hitoshi Ito, Hiroaki Kimura, T. Nakajima
As services embedded into public spaces become increasingly transparent, one peripheral aspect of use continues to demand explicit user attention: payment. UbiPay is a system that carries out small everyday payments in a way that minimises user involvement by choosing an interaction method based on context information. The aim is to make paying like breathing: something we are only peripherally aware of unless we exert our resources beyond the usual. This idea has powerful implications for business and design.
随着嵌入公共空间的服务变得越来越透明,使用的一个外围方面继续需要用户的明确关注:付费。UbiPay是一个系统,通过选择基于上下文信息的交互方式,以最大限度地减少用户参与的方式进行日常小额支付。其目的是让支付像呼吸一样:除非我们超出常规地使用资源,否则我们只能间接地意识到这一点。这个想法对商业和设计有着强大的影响。
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引用次数: 7
Digital rubbing: playful and intuitive interaction technique for transferring a graphic image onto paper with pen-based computing 数码拓印:有趣而直观的交互技术,以笔为基础的计算将图形图像转移到纸上
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358680
Hyunjung Kim, Seoktae Kim, Boram Lee, Jinhee Pak, Minjung Sohn, Geehyuk Lee, Woohun Lee
In this paper, we introduce digital rubbing, which is a playful and intuitive interaction technique for transferring a graphic image directly onto paper. We designed TransPen and MimeoPad to realize digital rubbing. With these drawing tools, children and adults can use rubbing motions to transfer a digital image directly to paper and produce a drawing with a personal touch and natural texture, just as in traditional rubbing. We expect that digital rubbing technique would be useful in arts and design as a new way of expression in the process of drawing and editing ideas. In addition, the suggested interaction devices have the full potential to become new drawing toys for children.
在本文中,我们介绍了数字拓印,这是一种将图形图像直接转移到纸上的有趣而直观的交互技术。我们设计了TransPen和MimeoPad来实现数字拓印。有了这些绘图工具,儿童和成人可以使用摩擦动作将数字图像直接转移到纸上,并产生具有个人触摸和自然纹理的绘图,就像传统的摩擦一样。我们期望数字拓印技术作为一种新的表达方式,在绘画和编辑思想的过程中,能够在艺术和设计中发挥作用。此外,建议的互动设备完全有可能成为孩子们新的绘画玩具。
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引用次数: 13
The mobile forum: real-time information exchange in mobile sms communities 手机论坛:手机短信社区的实时信息交流
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358879
Felix-Robinson Aschoff, J. Novak
In this paper we propose a definition for a mobile community based on the value of knowledge exchange among locally dispersed community members. Against this conceptual background, we propose a low-tech mobile community setting using SMS messaging and customary mobile phones. The feasibility of this approach is tested in a field study. Results show that successful information exchange is established with high user traffic and that participants judge the communication to be helpful. User requirements hint to the need for a better structuring of SMS messages, alternative input/output devices and location-based services. Implications for the future support of mobile communities are discussed.
本文基于社区成员之间知识交换的价值,提出了流动社区的定义。在此概念背景下,我们提出了一个使用短信和传统手机的低技术移动社区设置。在实地研究中验证了该方法的可行性。结果表明,在用户流量较大的情况下,建立了成功的信息交换,参与者判断信息交换是有帮助的。用户需求暗示需要更好的SMS消息结构、可选择的输入/输出设备和基于位置的服务。讨论了对未来移动社区支持的影响。
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引用次数: 6
Memorability of persuasive passwords 有说服力的密码的记忆性
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358926
Alain Forget, R. Biddle
Text passwords are the primary authentication method used for most online services. Many online users select weak passwords. Regrettably, most proposed methods of strengthening passwords compromise memorability. This paper explores a lightweight password creation mechanism's effect on password memorability. Our system employs Persuasive Technology to assist users in creating stronger passwords. Results show that our improvement scheme affected password memorability only for users who created secure passwords before the system applied its improvement. This result warns researchers to not alienate users who are already security-aware when trying to assist security-unaware users to behave more securely.
文本密码是大多数在线服务使用的主要身份验证方法。许多在线用户选择弱密码。遗憾的是,大多数建议的加强密码的方法都会损害可记忆性。本文探讨了一种轻量级密码创建机制对密码可记忆性的影响。我们的系统采用说服技术来帮助用户创建更强的密码。结果表明,我们的改进方案仅影响在系统应用改进之前创建安全密码的用户的密码记忆性。这一结果警告研究人员,在试图帮助没有安全意识的用户表现得更安全时,不要疏远已经有安全意识的用户。
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引用次数: 21
Hci for emergencies 紧急情况下的Hci
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358963
Markus Klann, A. Malizia, L. Chittaro, I. Aedo, S. Levialdi
Emergencies put people in a particular state of mind and often also in difficult physical situations. When de-signing information technology for emergencies, these two sides have to be taken into account in the various activities supporting design. This includes studying and understanding the users and the influential factors for good designs, engaging the users in the design process as well as evaluating designs in realistic ways. There are challenges specific to emergencies in all of these activities, as well as in new technologies ranging from wearable computing to distributed information systems. This workshop is meant as an opportunity for interdis-ciplinary discussion as well as practical hands-on ex-change of experiences regarding these challenges. The goal is to work towards a better understanding of the challenges, technologies, practices, and design meth-odologies relevant to HCI in emergencies.
紧急情况使人们处于一种特殊的精神状态,通常也使人们处于困难的身体状况。在为紧急情况设计信息技术时,必须在各种支持设计的活动中考虑到这两个方面。这包括研究和理解用户和影响好的设计的因素,让用户参与设计过程,以及以现实的方式评估设计。在所有这些活动中,以及在从可穿戴计算到分布式信息系统等新技术中,都存在着特定于紧急情况的挑战。本次研讨会旨在为跨学科讨论提供机会,并就这些挑战进行实践经验交流。目标是努力更好地理解突发事件中与HCI相关的挑战、技术、实践和设计方法。
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引用次数: 15
Rapid image analysis using neural signals 使用神经信号的快速图像分析
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358849
S. Mathan, Deniz Erdoğmuş, Yonghong Huang, M. Pavel, P. Ververs, Jim Carciofini, M. Dorneich, S. Whitlow
The problem of extracting information from large collections of imagery is a challenge with few good solutions. Computers typically cannot interpret imagery as effectively as humans can, and manual analysis tools are slow. The research reported here explores the feasibility of speeding up manual image analysis by tapping into split second perceptual judgments using electroencephalograph sensors. Experimental results show that a combination of neurophysiological signals and overt physical responses--detected while a user views imagery in high speed bursts of approximately 10 images per second--provide a basis for detecting targets within large image sets. Results show an approximately six-fold, statistically significant, reduction in the time required to detect targets at high accuracy levels compared to conventional broad-area image analysis.
从大量图像集合中提取信息的问题是一个缺乏好的解决方案的挑战。计算机通常不能像人类那样有效地解释图像,人工分析工具也很慢。本文报道的研究探讨了利用脑电图传感器利用分秒感知判断来加快人工图像分析的可行性。实验结果表明,当用户以每秒大约10张图像的高速爆发速度观看图像时,神经生理信号和明显的身体反应的组合为在大型图像集中检测目标提供了基础。结果显示,与传统的广域图像分析相比,在高精度水平上检测目标所需的时间减少了大约六倍,具有统计学意义。
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引用次数: 31
Rub the stane 揉搓伤口
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358683
R. Murray-Smith, John Williamson, Stephen A. Hughes, Torben Quaade, Steven Strachan
Stane is a hand-held interaction device controlled by tactile input: scratching or rubbing textured surfaces and tapping. The system has a range of sensors, including contact microphones, capacitive sensing and inertial sensing, and provides audio and vibrotactile feedback. The surface textures vary around the device, providing perceivably different textures to the user. We demonstrate that the vibration signals generated by stroking and scratching these surfaces can be reliably classified, and can be used as a very cheap to manufacture way to control different aspects of interaction. The system is demonstrated as a control for a music player, and in a mobile spatial interaction scenario.
Stane是一种由触觉输入控制的手持式交互设备:抓挠或摩擦有纹理的表面并敲击。该系统具有一系列传感器,包括接触式麦克风、电容式传感和惯性传感,并提供音频和振动触觉反馈。表面纹理在设备周围变化,为用户提供可感知的不同纹理。我们证明,通过抚摸和刮擦这些表面产生的振动信号可以可靠地分类,并且可以作为一种非常便宜的制造方法来控制相互作用的不同方面。该系统被演示为音乐播放器的控制,并在移动空间交互场景。
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引用次数: 8
Branding the feel: applying standards to enable a uniform user experience 将感觉品牌化:应用标准来实现统一的用户体验
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358665
C. M. Wettasinghe
There is nothing more dissatisfying to users than the inconsistent behavior of a particular interaction within or between different software applications from the same company. A company's unified interaction is part of the company brand: the "feel" of look and feel. Many companies throw away their brand when they do not observe interaction consistency across products. However what is precisely meant by consistency and to what level this consistency should be attained is open for debate. Moreover, user interface designers and developers ignore standards since they assume that complying with standards stifles design innovation. The lack of understanding on what are standards and how they can be effectively applied, results in unnecessarily complicated user interface designs and dissatisfied users. This panel discusses how there is still much room for design innovation after applying appropriate user interface standards and how application designers can contribute to the creation of standards.
没有什么比来自同一公司的不同软件应用程序内部或之间的特定交互的不一致行为更让用户不满意的了。一个公司的统一互动是公司品牌的一部分:外观和感觉的“感觉”。许多公司在没有观察到产品之间的交互一致性时,就抛弃了自己的品牌。然而,一致性的确切含义以及应该达到何种程度的一致性是有待讨论的。此外,用户界面设计人员和开发人员忽略了标准,因为他们认为遵守标准会扼杀设计创新。缺乏对什么是标准以及如何有效应用标准的理解,会导致不必要的复杂用户界面设计和不满意的用户。这个小组讨论了在应用了适当的用户界面标准之后,设计创新还有很大的空间,以及应用程序设计人员如何为标准的创建做出贡献。
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引用次数: 2
期刊
CHI '08 Extended Abstracts on Human Factors in Computing Systems
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