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

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"Seeing like a rover": embodied experience on the mars exploration rover mission “像火星车一样看”:体现在火星探测车任务中的体验
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358709
J. Vertesi
Although they work with two non-humanoid robots located several million miles away, the distributed team that operates the Mars Exploration Rovers demonstrates an uncanny sympathy for their robotic teammates. This paper examines not only how the Rovers are anthropomorphized by the human team, but also how the team takes on characteristics of the Rovers while conducting science and operations on Mars. Based on two years of ethnographic fieldwork with the Mars Rover mission, the paper places the configuration of the user in social context and probes the role of the machine as social resource, with implications for HCI.
尽管他们与两个位于数百万英里之外的非人形机器人一起工作,但操作火星探测漫游者的分散团队对他们的机器人队友表现出了不可思议的同情。本文不仅研究了人类团队如何将火星车拟人化,而且还研究了团队在火星上进行科学和操作时如何采取火星车的特征。基于两年的火星漫游者任务的人种学田野调查,本文将用户的配置置于社会背景中,并探讨了机器作为社会资源的作用,以及对HCI的影响。
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引用次数: 20
Premote: a user customizable remote control Premote:用户可定制的远程控件
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358844
Jan Hess, Guy Küstermann, V. Pipek
The pRemote ('p' stands for personal) is an alternative input device based on digital pen technology, paper-based interface layouts and text recognition. Compared to standard remote controls the concept allows the creation of personal interfaces by the user, the use of different templates during running an application and an alternative for text input by writing with a pen. In our work we developed a design study of the pRemote which was evaluated with eight users. The concept was appreciated by almost all of the participants. We exemplified the concept for controlling an already developed media application. The pRemote should establish a basis for further evaluations of different input designs.
pRemote(“p”代表personal)是一种基于数字笔技术、纸质界面布局和文本识别的另类输入设备。与标准的遥控器相比,这个概念允许用户创建个人界面,在运行应用程序期间使用不同的模板,以及通过用笔输入文本的替代方法。在我们的工作中,我们对pRemote进行了设计研究,并对8个用户进行了评估。这个概念得到了几乎所有与会者的赞赏。我们举例说明了控制已经开发的媒体应用程序的概念。pRemote应该为进一步评估不同的输入设计奠定基础。
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引用次数: 14
The design of gaze behavior for embodied social interfaces 具身社交界面的凝视行为设计
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358739
Bilge Mutlu
Non-verbal behavior, particularly gaze, is a crucial part of human communication. To interact with humans in a rich, natural way, social interfaces need to use this communicative channel effectively. While the role and mechanics of human gaze are extensively studied, how gaze might be used effectively by embodied interfaces is not well explored. The goal of my dissertation is to gain a deeper understanding of how gaze behavior affects people's interactions with embodied social interfaces and how we can design gaze for effective communication. This research focuses on four main social functions of gaze: Regulation, Expression, Establishing Joint Attention, and Initiating/Avoiding of Social Encounters and four sets of design variables: Temporal, Spatial, Physiological, and Contextual. A systematic study of how these functions and design variables affect each other is conducted through a series of empirical studies.
非语言行为,尤其是凝视,是人类交流的重要组成部分。为了以丰富、自然的方式与人类互动,社交界面需要有效地利用这一沟通渠道。虽然人们对人类凝视的作用和机制进行了广泛的研究,但如何有效地利用嵌入界面的凝视却没有得到很好的探索。我论文的目标是更深入地了解凝视行为如何影响人们与具身社交界面的互动,以及我们如何设计有效沟通的凝视。本研究聚焦于凝视的四种主要社会功能:调节、表达、建立共同注意和发起/避免社会接触,以及四组设计变量:时间、空间、生理和语境。通过一系列的实证研究,系统地研究了这些功能和设计变量是如何相互影响的。
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引用次数: 11
Interaction criticism: a proposal and framework for a new discipline of hci 交互批评:hci新学科的建议与框架
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358703
Jeffrey Bardzell, Shaowen Bardzell
Though interaction designers critique interfaces as a regular part of their research and practice, the field of HCI lacks a proper discipline of interaction criticism. By interaction criticism we mean rigorous, evidence-based interpretive analysis that explicates relationships among elements of an interface and the meanings, affects, moods, and intuitions they produce in the people that interact with them; the immediate goal of this analysis is the generation of innovative design insights. We summarize existing work offering promising directions in interaction criticism to build a case for a proper discipline. We then propose a framework for the discipline, relating each of its parts to recent HCI research.
虽然交互设计师对界面的批评是他们研究和实践的常规部分,但人机交互领域缺乏适当的交互批评学科。所谓互动批评,我们指的是严谨的、基于证据的解释性分析,它阐明了界面元素之间的关系,以及它们在与之互动的人身上产生的意义、影响、情绪和直觉;这种分析的直接目标是产生创新的设计见解。我们总结了现有的工作,为互动批评提供了有希望的方向,以建立一个适当的学科。然后,我们提出了一个学科框架,将其每个部分与最近的HCI研究联系起来。
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引用次数: 53
An evaluation scheme for hierarchical information browsing structures 分层信息浏览结构的评估方案
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358916
M. Richardson
There is no widely accepted means of evaluating category systems for information search and browsing. This presentation outlines an evaluation scheme and an evaluation method that applies the scheme. The scheme delineates features broadly classified under comprehensiveness, coherence, and correctness. The method evaluates the category system through a survey distributed among subject domain experts. The method requires minimal resources, is easily conducted remotely, and is easily modified. The approach finds the over- and under-sensitivities of the method of generating the system. A case study has demonstrated the usefulness of the approach, and the inter-rater reliability found suggests that the evaluation scheme is meaningful.
目前还没有一种被广泛接受的方法来评估信息搜索和浏览的分类系统。本报告概述了一个评估方案和应用该方案的评估方法。该方案划定的特征大致分为全面性、连贯性和正确性。该方法通过对学科领域专家进行调查来评估分类系统。该方法所需资源极少,易于远程进行,且易于修改。该方法可以发现系统生成方法的过度敏感和不足敏感性。一项案例研究证明了这一方法的实用性,所发现的评分者之间的可靠性也表明这一评估方案是有意义的。
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引用次数: 0
Public displays of affect: deploying relational agents in public spaces 情感的公开展示:在公共空间部署关系代理
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358847
T. Bickmore, Laura M. Pfeifer, Daniel Schulman, Sepalika Perera, Chaamari Senanayake, Ishraque Nazmi
Design principles for deploying agents designed for social and relational interactions with users in public spaces are discussed. These principles are applied to the development of a virtual science museum guide agent that uses human relationship-building behaviors to engage visitors. The agent appears in the form of a human-sized anthropomorphic robot, and uses nonverbal conversational behavior, empathy, social dialogue, reciprocal self-disclosure and other relational behavior to establish social bonds with users. The agent also uses a biometric identification system so that it can re-identify visitors it has already talked to. Results from a preliminary study indicate that most users enjoy the conversational and relational interaction with the agent.
讨论了在公共空间中部署用于与用户进行社交和关系交互的代理的设计原则。这些原则被应用到虚拟科学博物馆导游代理的开发中,该代理使用人际关系建立行为来吸引游客。agent以人类大小的拟人化机器人的形式出现,通过非语言会话行为、共情、社交对话、互惠自我表露等关系行为与用户建立社会联系。该代理还使用生物识别系统,这样它就可以重新识别它已经交谈过的访客。初步研究结果表明,大多数用户喜欢与代理进行对话和关系交互。
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引用次数: 30
Media spaces: past visions, current realities, future promise 媒体空间:过去的愿景,当前的现实,未来的承诺
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358660
R. Baecker, S. Harrison, W. Buxton, S. Poltrock, E. Churchill
Established researchers and practitioners active in the development and deployment of media spaces review what seemed to be promised twenty years ago, what has actually been achieved, and what we might anticipate over the next twenty years.
活跃于媒体空间发展和部署的知名研究人员和实践者回顾了二十年前的承诺,实际上已经实现了什么,以及我们在未来二十年的预期。
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引用次数: 12
Storytelling with digital photographs: supporting the practice, understanding the benefit 用数码照片讲故事:支持这种做法,了解其好处
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358738
Brian M. Landry
Storytelling has been a mainstay of communication between humans for centuries. Despite the sharp increase in digital photography and tools to support digital photo practices, constructing personal narratives with digital photographs remains a difficult problem. Creating personal narratives requires story-writing, media editing, and media composition skills. This research explores how to support everyday people through the challenges of narrative composition with photographs by leveraging everyday photo practices to make storytelling with photos easier. It is also concerned with providing a satisfying experience to authors and audiences alike.
几个世纪以来,讲故事一直是人类交流的主要方式。尽管数码摄影和支持数码摄影实践的工具急剧增加,但用数码照片构建个人叙事仍然是一个难题。创作个人叙事需要故事写作、媒体编辑和媒体构图技巧。本研究探讨了如何通过利用日常摄影实践使照片更容易讲故事,来支持日常人们通过摄影叙事构图的挑战。它还关注为作者和观众提供令人满意的体验。
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引用次数: 17
Toped: enabling end-user programmers to validate data Toped:允许最终用户程序员验证数据
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358884
Christopher Scaffidi, B. Myers, M. Shaw
Inputs to spreadsheets and web forms often contain typos or other errors. However, existing tools require end-user programmers (EUPs) to write regular expressions or even scripts to validate data, which is slow and error-prone. We present a new technique enabling EUPs to describe data as a series of constrained parts. We incorporate our technique in a prototype tool called Toped, which generates validation code for Excel and web forms. Our technique enables EUPs to validate data more quickly and accurately than with existing techniques, finding 90% of invalid inputs in a lab study.
电子表格和网页表单的输入经常包含打字错误或其他错误。然而,现有的工具需要最终用户程序员(eup)编写正则表达式甚至脚本来验证数据,这是缓慢且容易出错的。我们提出了一种新技术,使eup能够将数据描述为一系列受约束的部分。我们将自己的技术整合到一个名为Toped的原型工具中,该工具可以为Excel和web表单生成验证代码。我们的技术使eup能够比现有技术更快、更准确地验证数据,在实验室研究中发现90%的无效输入。
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引用次数: 9
Urban encounters: the game of real life 都市遭遇:现实生活中的游戏
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358890
V. Kostakos
In this paper we describe our ongoing work on modelling urban encounters by extending Conway's Game of Life. We develop our model based on empirical data collected using a Tamagotchi-like mobile game that recorded people's encounters by sensing nearby devices using Bluetooth. Our findings include the identification of useful ways to capture and analyse data to derive a model of encounter, and a set of rules that can be used to drive our model. We also identify interesting patterns in the behaviour of our simulations that can help us understand, and in certain cases predict, urban encounter.
在本文中,我们通过扩展康威的生活游戏来描述我们正在进行的模拟城市遭遇的工作。我们基于一款类似电子宠物的手机游戏收集的经验数据开发了我们的模型,该游戏通过使用蓝牙感应附近的设备来记录人们的遭遇。我们的发现包括确定捕获和分析数据的有用方法,以推导出相遇模型,以及一套可用于驱动我们模型的规则。我们还在模拟行为中发现了有趣的模式,这些模式可以帮助我们理解,并在某些情况下预测城市遭遇。
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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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