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

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Information and communication tools as aids to collaborative sensemaking
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358815
S. Paul, Madhu C. Reddy, C. DeFlitch
Collaborative sensemaking occurs when multiple actors engage in understanding an unfamiliar, information-rich environment. We present preliminary results from a field study of the collaborative activities of healthcare providers in an emergency department. The goal of our study was to explore the nature of collaborative sensemaking and the role various information and communication tools play in the process. We describe how paper, whiteboards, and the computerized provider order entry system support common external representations to enhance collaborative sensemaking; but at the same time gaps in collaborative sensemaking occur, leading to representation shifts.
当多个参与者参与理解一个不熟悉的、信息丰富的环境时,就会发生协同意义生成。我们提出初步结果,从一个实地研究的合作活动的医疗服务提供者在急诊科。我们研究的目的是探索协作意义构建的本质,以及各种信息和通信工具在这一过程中所扮演的角色。我们描述了纸张、白板和计算机化的供应商订单输入系统如何支持共同的外部表示,以增强协作意义生成;但与此同时,协作意义制造中的差距也会出现,从而导致表征的转变。
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引用次数: 13
Confidence camp 信心营
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358940
Petter Bergqvist, Fredrik Gustafsson, I. Mårtensson
Homeless people who want to leave homelessness have a really hard time doing this, because they are stuck in the very same environment and have to face their problems alone. Our solution provides homeless people with a much needed vacation from their daily lives at the same time as they can learn new skills and build network that will help them in the future. The idea is a camp for the homeless based on four features that we have found are important to get out of homelessness; change of environment, activation, improvement of self-efficacy and improvement of social abilities. It is a place where they can prepare for the long journey out of homelessness.
想要离开无家可归的人很难做到这一点,因为他们被困在同一个环境中,不得不独自面对他们的问题。我们的解决方案为无家可归的人提供了一个远离日常生活的假期,同时他们可以学习新的技能,建立未来会帮助他们的网络。这个想法是为无家可归者建立一个营地,基于四个特征,我们发现这四个特征对摆脱无家可归很重要;环境的改变、激活、自我效能感的提高和社会能力的提高。在这里,他们可以为摆脱无家可归的漫长旅程做准备。
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引用次数: 1
Engaging the crowd: studies of audience-performer interaction 参与人群:观众与表演者互动的研究
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358785
L. Barkhuus, Tobias Jørgensen
In this work-in-progress we explore audience behavior at large musical events and present our prototype, a "cheering meter" developed to aid voting at rap competitions. We report from use of the cheering meter at eight concerts and conclude by highlighting how augmented interaction can increase the sense of participation among the audience at large-scale performances.
在这项正在进行的工作中,我们探索了大型音乐活动中的观众行为,并展示了我们的原型,一种用于帮助说唱比赛投票的“欢呼计分器”。我们报告了在八场音乐会中使用欢呼计量器的情况,并通过强调增强互动如何在大型演出中增加观众的参与感来总结。
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引用次数: 62
Tabletop interface using a table's circular vibration and controllable friction 桌面界面采用桌面的圆形振动和可控摩擦
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358933
S. Fukushima, Y. Hashimoto, H. Kajimoto
In tabletop interfaces, there have been many proposals to control moving objects on the table. But it was hard to miniaturize or simplify the system. In this paper we propose a new simple tabletop system using table's circular vibration and controllable friction of the moving object.
在桌面界面中,有许多关于控制桌面上移动对象的建议。但是要使这个系统小型化或简化是很困难的。本文利用桌面的圆形振动和运动物体的可控摩擦,提出了一种新型的简单桌面系统。
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引用次数: 2
Accessibility in virtual worlds 虚拟世界中的可访问性
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358752
Shari Trewin, M. Laff, Anna Cavender, Vicki L. Hanson
Virtual worlds present both an opportunity and a challenge to people with disabilities. Standard ways to make such worlds accessible to a broad set of users have yet to emerge, although some core requirements are already clear. This paper describes work in progress towards an accessible 3D multi-player game that includes a set of novel tools for orienting, searching and navigating the world.
虚拟世界给残疾人带来了机遇和挑战。尽管一些核心需求已经很明确,但让大量用户可以访问这样的世界的标准方法尚未出现。这篇论文描述了一款可访问的3D多人游戏的进展,其中包括一套用于定位、搜索和导航世界的新工具。
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引用次数: 16
Ecovillages, values, and interactive technology: balancing sustainability with daily life in 21st century america 生态村、价值观和互动技术:平衡21世纪美国的可持续性与日常生活
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358920
L. Nathan
This project seeks to provide a rich account of the adaptive process that occurs as individuals with explicit value commitments interact with information technology. Specifically, ethnographic methods are being used to investigate the information technology adaptive process as it unfolds in the daily life of two ecovillages, communities made up of individuals striving to balance their use of technology with a lifestyle that is environmentally, socially, and economically sustainable. Anticipated research outcomes include: (1) an analytic description of information technology adaptive process; (2) a categorization of technological functionalities which support or constrain certain values, (3) an empirical extension of Value Sensitive Design, and (4) an analysis of the negotiation around tensions which emerge as a community's values influence the use of information technology features and, reciprocally, as information technology features influence a community's values. Most broadly this work contributes to our larger understanding of how the information technology adaptive process influences the human experience.
这个项目试图提供一个丰富的适应性过程的描述,这个过程发生在具有明确价值承诺的个体与信息技术相互作用的过程中。具体来说,民族志方法被用来调查信息技术适应过程,因为它在两个生态村的日常生活中展开,生态村是由个人组成的社区,努力平衡他们对技术的使用与环境、社会和经济可持续的生活方式。预期的研究成果包括:(1)信息技术适应过程的分析描述;(2)对支持或限制某些价值观的技术功能进行分类,(3)对价值敏感设计进行实证扩展,以及(4)分析围绕紧张局势的协商,这些紧张局势是由于社区价值观影响信息技术特征的使用而出现的,反过来,信息技术特征影响社区价值观。最广泛地说,这项工作有助于我们更深入地了解信息技术适应过程如何影响人类体验。
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引用次数: 18
Social resonance: balancing reputation with tangible design 社会共鸣:平衡声誉与有形设计
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358862
Alyssa Wright, P. Maes, H. Ishii
New forms of tangible systems can be designed to leverage the strengths, and bridge the discrepancies, of reputation systems. This paper presents the ongoing design of a tangible reputation system, Social Resonance, that uses a wearable device to merge face-to-face interaction with online networking. Like its virtual counterparts, this system aims to make explicit the perspective of anonymous actors. Yet unlike online reputations, this system is negotiated through real-world action and signals. We present an overview of the system, including potential opportunities and related work, and conclude with future steps for analysis.
可以设计新的有形系统形式,以利用声誉系统的优势,弥合其差异。本文介绍了一个正在进行的有形声誉系统的设计,社会共鸣,它使用可穿戴设备将面对面的互动与在线网络结合起来。与虚拟系统一样,该系统旨在明确匿名参与者的视角。然而,与网络声誉不同的是,这个体系是通过现实世界的行动和信号来协商的。我们概述了该系统,包括潜在的机会和相关的工作,并总结了未来的分析步骤。
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引用次数: 1
A novel interface to present emotional tactile sensation to a palm using air pressure 一种新颖的界面,通过气压将情感触觉呈现在手掌上
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358748
Y. Hashimoto, H. Kajimoto
We propose a new tactile interface to present various types of tactile sensation, especially a feeling of "softness". A user holds our interface, containing two speakers, with both hands while the speakers vibrate air between the speakers and palms. The user feels suctioning and pushing sensations to the palms due to the air pressure. By changing the frequency of vibration, the user experiences not only normal vibration but also "soft" feelings like that of liquid, spring-like objects, and living matter.
我们提出了一种新的触觉界面,以呈现各种类型的触觉,特别是“柔软”的感觉。用户用双手握住包含两个扬声器的界面,而扬声器在扬声器和手掌之间振动空气。由于空气压力的作用,使用者的手掌会有吸力和推力的感觉。通过改变振动频率,用户不仅可以体验到正常的振动,还可以体验到液体、弹簧状物体和生物物质等“柔软”的感觉。
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引用次数: 11
Emotional instant messaging with KIM 与KIM的情感即时通讯
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358921
Z. Yeo
This paper describes a Kinetic Typography Instant Messaging client called KIM. KIM aims to improve the Instant Messaging experience by allowing the conveyance of more expressive content than is normally found in text-based communication. KIM also demonstrates a unique approach to applying animation to text by using keyword matching against a list of emotional words. This paper then describes the implementation and challenges faced when developing KIM, concluding with feedback obtained from user testing.
本文描述了一个名为KIM的动态排版即时通讯客户端。KIM旨在通过允许传送比通常在基于文本的通信中发现的更具表现力的内容来改善即时消息体验。KIM还演示了一种将动画应用于文本的独特方法,即对一系列情感词汇使用关键字匹配。然后,本文描述了开发KIM时所面临的实现和挑战,最后给出了从用户测试中获得的反馈。
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引用次数: 12
Landscaping personification technologies: from interactions to relationships 园林绿化人格化技术:从互动到关系
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358908
D. Benyon, Oli Mival
Personification technologies are technologies that encourage people to anthropomorphize. These technologies try to get people to form relationships with them rather than simply interact with them. They may do this through having behaviours that encourage people to attribute personality or emotion to them. They may be persuasive technologies in the sense of Fogg that aim to get people to do things they would rather not do. They may promote trust. The convergence of a number of technologies is making personification technologies possible. Speech as an interaction is finally becoming robust and useable and is very influential in people attributing intelligence to devices and systems. Human language technologies allow devices to understand, or appear to understand, conversation. Interactions are becoming more natural and engaging. Avatars appear more congenial and coordinated. Building on the experience of a previous project, and drawing on the experience of a four year multi-disciplinary project, called Companions, the authors are keen to build community relationships around the notion of personification technologies. This includes the design, engineering, research (including ethics and social issues) and usability communities.
拟人化技术是鼓励人们拟人化的技术。这些技术试图让人们与它们建立关系,而不是简单地与它们互动。他们可能会通过一些行为来鼓励人们把个性或情感归因于他们。它们可能是福格意义上的说服技术,旨在让人们做他们宁愿不做的事情。他们可以促进信任。许多技术的融合使人格化技术成为可能。语音作为一种交互最终变得健壮和可用,并且在人们将智能归因于设备和系统方面非常有影响力。人类语言技术使设备能够理解或表现出理解对话。互动变得更加自然和吸引人。化身看起来更加亲切和协调。基于之前一个项目的经验,以及一个名为“同伴”的四年多学科项目的经验,作者热衷于围绕拟人化技术的概念建立社区关系。这包括设计、工程、研究(包括伦理和社会问题)和可用性社区。
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引用次数: 33
期刊
CHI '08 Extended Abstracts on Human Factors in Computing Systems
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