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Location-Aware Adaptation of Augmented Reality Narratives 增强现实叙事的位置感知适应
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580978
Wanwan Li, Changyang Li, Minyoung Kim, Haikun Huang, L. Yu
The recent popularity of augmented reality (AR) devices has enabled players to participate in interactive narratives through virtual events and characters populated in a real-world environment, where different actions may lead to different story branches. In this paper, we propose a novel approach to adapt narratives to real spaces for AR experiences. Our optimization-based approach automatically assigns contextually compatible locations to story events, synthesizing a navigation graph to guide players through different story branches while considering their walking experiences. We validated the effectiveness of our approach for adapting AR narratives to different scenes through experiments and user studies.
最近流行的增强现实(AR)设备使玩家能够通过虚拟事件和真实世界环境中的角色参与互动叙事,不同的行动可能导致不同的故事分支。在本文中,我们提出了一种新颖的方法来适应AR体验的真实空间。我们基于优化的方法会自动为故事事件分配情境兼容的位置,合成导航图来引导玩家在考虑他们的行走体验的同时穿越不同的故事分支。我们通过实验和用户研究验证了我们将AR叙事适应不同场景的方法的有效性。
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引用次数: 4
Who Do We Mean When We Talk About Visualization Novices? 当我们谈论可视化新手时,我们指的是谁?
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581524
Alyxander Burns, C. Lee, Ria Chawla, Evan M. Peck, Narges Mahyar
As more people rely on visualization to inform their personal and collective decisions, researchers have focused on a broader range of audiences, including “novices.” But successfully applying, interrogating, or advancing visualization research for novices demands a clear understanding of what “novice” means in theory and practice. Misinterpreting who a “novice” is could lead to misapplying guidelines and overgeneralizing results. In this paper, we investigated how visualization researchers define novices and how they evaluate visualizations intended for novices. We analyzed 79 visualization papers that used “novice,” “non-expert,” “laypeople,” or “general public” in their titles or abstracts. We found ambiguity within papers and disagreement between papers regarding what defines a novice. Furthermore, we found a mismatch between the broad language describing novices and the narrow population representing them in evaluations (i.e., young people, students, and US residents). We suggest directions for inclusively supporting novices in both theory and practice.
随着越来越多的人依靠可视化来为他们的个人和集体决策提供信息,研究人员将注意力集中在更广泛的受众上,包括“新手”。但是,要想成功地为新手应用、询问或推进可视化研究,就需要清楚地理解“新手”在理论和实践中的含义。误解“新手”可能会导致误用指导方针和过度概括结果。在本文中,我们调查了可视化研究人员如何定义新手,以及他们如何评估为新手设计的可视化。我们分析了79篇可视化论文,这些论文在标题或摘要中使用了“新手”、“非专业人士”、“外行”或“公众”。我们发现论文中存在歧义,论文之间对新手的定义也存在分歧。此外,我们发现在描述新手的广义语言和在评估中代表他们的狭义人群(即年轻人、学生和美国居民)之间存在不匹配。我们提出了在理论和实践上包容支持新手的方向。
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引用次数: 4
Assessing Mapper Conflict in OpenStreetMap Using the Delphi Survey Method 使用德尔菲调查法评估OpenStreetMap中的制图者冲突
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580758
Youjin Choe, Martin Tomko, Mohsen Kalantari
Studies of mapper conflict in OpenStreetMap (OSM) have focused exclusively on cartographic vandalism and its effect on data quality. This paper takes a broader view on mapper conflict in OSM. Using a Delphi survey method, we collect qualitative data on perceived conflict from long-time OSM mappers. We ask mappers about four aspects of conflict in OSM: (1) topic of conflict, (2) factors leading to conflict, (3) effects of conflict, and (4) potential conflict management methods. Our results show that conflict in OSM can be explained by clashing values and opinions within and across different mapper subgroups and can be exacerbated by negative mapper behaviors. The boundaries of these subgroups, while implicit, are often defined by gender, mappers’ geographic location, level of expertise, and mappers’ professional affiliation. Based on these results, we discuss design options for OSM’s existing public communication channels that often become foci of mapper conflict management.
OpenStreetMap (OSM)中制图者冲突的研究主要集中在制图破坏及其对数据质量的影响上。本文对OSM中的映射者冲突进行了更广泛的研究。采用德尔菲调查法,我们收集了长期OSM制图者感知冲突的定性数据。我们询问了OSM中冲突的四个方面:(1)冲突的主题,(2)导致冲突的因素,(3)冲突的影响,以及(4)潜在的冲突管理方法。我们的研究结果表明,OSM中的冲突可以通过不同映射者子群体内部和之间的价值观和观点冲突来解释,并且可以通过消极的映射者行为来加剧。这些子群体的边界虽然是隐性的,但通常是由性别、制图员的地理位置、专业水平和制图员的专业隶属关系来定义的。基于这些结果,我们讨论了OSM现有的公共通信通道的设计选项,这些通道经常成为映射器冲突管理的焦点。
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引用次数: 1
How Older Adults Use Online Videos for Learning 老年人如何使用在线视频进行学习
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580671
Seo-Yeon Kim, Donghoon Shin, Jeongyeon Kim, S. Kwon, Juho Kim
Online videos are a promising medium for older adults to learn. Yet, few studies have investigated what, how, and why they learn through online videos. In this study, we investigated older adults’ motivation, watching patterns, and difficulties in using online videos for learning by (1) running interviews with 13 older adults and (2) analyzing large-scale video event logs (N=41.8M) from a Korean Massive Online Open Course (MOOC) platform. Our results show that older adults (1) are motivated to learn practical topics, leading to less consumption of STEM domains than non-older adults, (2) watch videos with less interaction and watch a larger portion of a single video compared to non-older adults, and (3) face various difficulties (e.g., inconvenience arisen due to their unfamiliarity with technologies) that limit their learning through online videos. Based on the findings, we propose design guidelines for online videos and platforms targeted to support older adults’ learning.
对于老年人来说,在线视频是一种很有前途的学习媒介。然而,很少有研究调查他们通过在线视频学习什么、如何学习以及为什么学习。在本研究中,我们通过(1)对13名老年人进行访谈,(2)分析来自韩国大规模在线开放课程(MOOC)平台的大规模视频事件日志(N=41.8M),调查老年人使用在线视频学习的动机、观看模式和困难。我们的研究结果表明,老年人(1)有学习实用主题的动机,导致STEM领域的消费少于非老年人;(2)观看互动较少的视频,与非老年人相比,观看单个视频的比例更大;(3)面临各种困难(例如,由于不熟悉技术而产生的不便),限制了他们通过在线视频学习。基于研究结果,我们提出了旨在支持老年人学习的在线视频和平台的设计指南。
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引用次数: 0
Tuning Endpoint-variability Parameters by Observed Error Rates to Obtain Better Prediction Accuracy of Pointing Misses 利用观测错误率调整端点可变性参数,以获得更好的指向失误预测精度
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580746
Shota Yamanaka, Hiroki Usuba
Error rates (ERs) in target-pointing tasks are typically modelled in two steps: predicting the click-point variability (σ) based on target sizes and then computing the probability that a click falls outside a target. This is an indirect approach if the researcher’s purpose is to achieve the accurate prediction of ERs because the model coefficients are optimized to predict σ accurately in the first step. We compared the prediction accuracies of this method with a more direct technique in which the coefficients used for σ are determined in such a way as to optimize the closeness between observed and predicted ERs. Our re-analysis of eight datasets from mouse- and touch-based pointing studies showed that the latter approach consistently outperforms the conventional one if the starting values for the parameter search are appropriate (which can be achieved by hyperparameter optimization), thus enabling the interface configuration on the basis of accurately predicted ERs.
瞄准任务中的错误率(er)通常分为两步建模:根据目标大小预测点击点的可变性(σ),然后计算点击落在目标之外的概率。如果研究人员的目的是实现对er的准确预测,这是一种间接的方法,因为在第一步中优化了模型系数以准确预测σ。我们将这种方法的预测精度与一种更直接的方法进行了比较,在这种方法中,σ的系数是通过优化观测值和预测值之间的接近度来确定的。我们对来自鼠标和触摸指向研究的8个数据集的重新分析表明,如果参数搜索的起始值合适(可以通过超参数优化实现),后者的方法始终优于传统方法,从而能够在准确预测er的基础上进行界面配置。
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引用次数: 0
PaTAT: Human-AI Collaborative Qualitative Coding with Explainable Interactive Rule Synthesis 人类-人工智能协同定性编码与可解释的交互式规则合成
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581352
Simret Araya Gebreegziabher, Zheng Zhang, Xiaohang Tang, Yihao Meng, Elena L. Glassman, Toby Jia-Jun Li
Over the years, the task of AI-assisted data annotation has seen remarkable advancements. However, a specific type of annotation task, the qualitative coding performed during thematic analysis, has characteristics that make effective human-AI collaboration difficult. Informed by a formative study, we designed PaTAT, a new AI-enabled tool that uses an interactive program synthesis approach to learn flexible and expressive patterns over user-annotated codes in real-time as users annotate data. To accommodate the ambiguous, uncertain, and iterative nature of thematic analysis, the use of user-interpretable patterns allows users to understand and validate what the system has learned, make direct fixes, and easily revise, split, or merge previously annotated codes. This new approach also helps human users to learn data characteristics and form new theories in addition to facilitating the “learning” of the AI model. PaTAT’s usefulness and effectiveness were evaluated in a lab user study.
多年来,人工智能辅助数据注释的任务取得了显着的进步。然而,特定类型的注释任务,即在主题分析期间执行的定性编码,具有使有效的人类-人工智能协作变得困难的特征。根据一项形成性研究,我们设计了PaTAT,这是一种新的支持人工智能的工具,它使用交互式程序综合方法,在用户注释数据时实时学习用户注释代码的灵活和表达模式。为了适应主题分析的模糊、不确定和迭代的本质,使用用户可解释的模式允许用户理解和验证系统已经学习的内容,进行直接修复,并轻松地修改、拆分或合并先前注释的代码。这种新方法在促进人工智能模型“学习”的同时,也帮助人类用户学习数据特征,形成新的理论。在实验室用户研究中评估了PaTAT的有用性和有效性。
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引用次数: 17
Exploring the Use of Personalized AI for Identifying Misinformation on Social Media 探索使用个性化人工智能识别社交媒体上的错误信息
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581219
Farnaz Jahanbakhsh, Yannis Katsis, Dakuo Wang, Lucian Popa, Michael J. Muller
This work aims to explore how human assessments and AI predictions can be combined to identify misinformation on social media. To do so, we design a personalized AI which iteratively takes as training data a single user’s assessment of content and predicts how the same user would assess other content. We conduct a user study in which participants interact with a personalized AI that learns their assessments of a feed of tweets, shows its predictions of whether a user would find other tweets (in)accurate, and evolves according to the user feedback. We study how users perceive such an AI, and whether the AI predictions influence users’ judgment. We find that this influence does exist and it grows larger over time, but it is reduced when users provide reasoning for their assessment. We draw from our empirical observations to identify design implications and directions for future work.
这项工作旨在探索如何将人类评估和人工智能预测相结合,以识别社交媒体上的错误信息。为此,我们设计了一个个性化的AI,它迭代地将单个用户对内容的评估作为训练数据,并预测同一用户将如何评估其他内容。我们进行了一项用户研究,参与者与个性化的人工智能进行互动,人工智能学习他们对tweet feed的评估,显示其对用户是否会发现其他tweet (in)准确的预测,并根据用户反馈进行演变。我们研究用户如何感知这样的人工智能,以及人工智能的预测是否会影响用户的判断。我们发现这种影响确实存在,而且随着时间的推移会越来越大,但当用户为他们的评估提供推理时,这种影响就会减少。我们根据我们的经验观察来确定设计的含义和未来工作的方向。
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引用次数: 1
Using Patient-Generated Data to Support Cardiac Rehabilitation and the Transition to Self-Care 使用患者生成的数据来支持心脏康复和向自我护理的过渡
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580822
Shreya Tadas, Jane Dickson, D. Coyle
Patient-generated data from commercially available self-tracking devices has the potential to enhance support for people transitioning from hospitalization to self-care. However, studies have revealed significant barriers to the routine use of such data in clinical settings. This paper explores the use of patient-generated data in the context of cardiac rehabilitation. We describe a two-stage investigation: (1) a co-design study with clinicians to design a data system that combines objective and subjective patient data; and (2) an 18-week field-study where this system was deployed as part of a hospital-based rehabilitation program. Our findings suggest the system is feasible, supported clinicians’ workflow, and helped patients to bridge the gap between supervised and self-managed care. Subjective data contextualized objective data and a structured approach data collection helped generate actionable information. The paper also provides insight on patients' attitudes towards peer data sharing and demonstrates the importance of timing when introducing self-tracking technology.
从市售自我跟踪设备中获得的患者生成的数据有可能加强对从住院过渡到自我护理的人们的支持。然而,研究表明,在临床环境中常规使用这些数据存在重大障碍。本文探讨了在心脏康复的背景下使用患者产生的数据。我们描述了一个两阶段的调查:(1)与临床医生共同设计研究,设计一个结合客观和主观患者数据的数据系统;(2)在为期18周的实地研究中,该系统作为医院康复计划的一部分被部署。我们的研究结果表明,该系统是可行的,支持临床医生的工作流程,并帮助患者弥合监督和自我管理之间的差距。主观数据、客观数据和结构化的数据收集方法有助于生成可操作的信息。该论文还提供了患者对同行数据共享的态度的见解,并证明了引入自我跟踪技术时时机的重要性。
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引用次数: 0
Respecifying Phubbing: Video-Based Analysis of Smartphone Use in Co-Present Interactions 重新定义低头:基于视频的智能手机在共同呈现互动中的使用分析
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581052
Iuliia Avgustis
The concept of phubbing (generally defined as a practice of ignoring co-present others by focusing on one's mobile device) is now widely used in studies aiming to understand the effects of smartphone use on co-present interactions. However, most of these studies are quantitative in nature and fail to grasp the interactional context of smartphone use. Drawing on video recordings and utilizing multimodal interaction analysis, the present study examines phubbing in naturally occurring interactions among young adults. Contrary to most previous research, the analysis reveals that disengagement often precedes self-initiated smartphone use rather than follows it. The study identifies factors that affect whether phubbing is reciprocated and whether it is oriented to as problematic. As a result of the analysis, an alternative conceptualization of phubbing is offered. By reflecting on participants’ ways of managing phubbing and its consequences, we discuss design solutions for supporting them in this task.
“低头症”(phubbing)的概念(通常被定义为专注于自己的移动设备而忽略在场的其他人)现在被广泛应用于旨在了解使用智能手机对在场互动影响的研究中。然而,这些研究大多是定量的,未能把握智能手机使用的互动背景。利用视频记录和多模态互动分析,本研究调查了年轻人自然发生的互动中的低头现象。与之前的大多数研究相反,分析显示,脱离接触通常是在主动使用智能手机之前,而不是之后。该研究确定了影响低头行为是否会得到回报以及它是否会被视为问题的因素。作为分析的结果,我们提出了低头症的另一种概念。通过反思参与者管理低头症的方式及其后果,我们讨论了支持他们完成这项任务的设计解决方案。
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引用次数: 0
Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory 2019冠状病毒病期间老年人利用技术进行有意义的活动:基于自我决定理论的分析
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580839
Wei Zhao, Ryan M. Kelly, Melissa J. Rogerson, Jenny Waycott
Restrictions during the COVID-19 pandemic significantly affected people's opportunities to engage in activities that are meaningful to their lives. In response to these constraints, many people, including older adults, turned to digital technologies as alternative ways to pursue meaningful activities. These technology-mediated activities, however, presented new challenges for older adults’ everyday use of technology. In this paper, we investigate how older adults used digital technologies for meaningful activities during COVID-19 restrictions. We conducted in-depth interviews with 40 older adults and analyzed the interview data through the lens of self-determination theory (SDT). Our analysis shows that using digital technologies for meaningful activities can both support and undermine older people's three basic psychological needs for autonomy, competence, and relatedness. We argue that future technologies should be designed to empower older adults’ content creation, engagement in personal interests, exploration of technology, effortful communication, and participation in beneficent activities.
2019冠状病毒病大流行期间的限制严重影响了人们参与对其生活有意义的活动的机会。为了应对这些限制,包括老年人在内的许多人将数字技术作为追求有意义活动的替代方式。然而,这些以技术为媒介的活动对老年人的日常技术使用提出了新的挑战。在本文中,我们调查了老年人在COVID-19限制期间如何使用数字技术进行有意义的活动。我们对40名老年人进行了深度访谈,并运用自我决定理论(SDT)对访谈数据进行了分析。我们的分析表明,使用数字技术进行有意义的活动既可以支持也可以破坏老年人的三个基本心理需求:自主性、能力和相关性。我们认为,未来的技术应该被设计成赋予老年人创作内容、参与个人兴趣、探索技术、努力沟通和参与慈善活动的能力。
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引用次数: 0
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Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
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