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Comparison of Common Ground Models for Human--Computer Dialogue 人机对话通用基础模型的比较
Pub Date : 2021-04-27 DOI: 10.1145/3410876
Clayton D. Rothwell, V. Shalin, Griffin D. Romigh
Common ground processes [26] can improve performance in communication tasks [72, 42, 43, 24], and understanding these processes will likely benefit human--computer dialogue interfaces. However, there are multiple proposed theories with different implications for interface design. Fusaroli and Tylén [40] achieved a direct comparison by designing two models: one based on alignment theory and the other based on complementarity theory that encapsulated interpersonal synergy and audience design. The current research used these models, extending them to differentiate between interpersonal synergy and audience design. Few studies have tested multiple common ground models against tasks representative of envisioned human--computer interaction (HCI) applications. We report on four such tests, which allowed examination of generalizability of findings. Results supported the complementarity models over the alignment model, and were suggestive of the audience design variant of complementarity, providing guidance for HCI design that differs from contemporary approaches.
共同基础过程[26]可以提高通信任务的性能[72,42,43,24],理解这些过程可能有利于人机对话界面。然而,对界面设计有多种不同含义的理论。Fusaroli和tyl[40]通过设计两个模型实现了直接的比较:一个基于对齐理论,另一个基于互补理论,其中包含了人际协同和受众设计。目前的研究使用了这些模型,并将其扩展到区分人际协同和受众设计。很少有研究针对设想的人机交互(HCI)应用程序的代表任务测试了多个通用基础模型。我们报告了四个这样的测试,这些测试允许检查结果的普遍性。结果支持互补性模型优于对齐模型,并提示互补性的受众设计变体,为不同于当代方法的HCI设计提供指导。
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引用次数: 5
Design (Not) Lost in Translation: A Case Study of an Intimate-Space Socially Assistive “Robot” for Emotion Regulation 设计(不是)迷失在翻译中:一个亲密空间的情感调节社会辅助“机器人”的案例研究
Pub Date : 2021-04-22 DOI: 10.1145/3491083
K. Isbister, Peter Cottrell, Alessia Cecchet, Ella Dagan, Nikki Theofanopoulou, Ferran Altarriba Bertran, Aaron J. Horowitz, Nick Mead, J. Schwartz, P. Slovák
We present a Research-through-Design case study of the design and development of an intimate-space tangible device perhaps best understood as a socially assistive robot, aimed at scaffolding children’s efforts at emotional regulation. This case study covers the initial research device development, as well as knowledge transfer to a product development company toward translating the research into a workable commercial product that could also serve as a robust “research product” for field trials. Key contributions to the literature include: (1) sharing of lessons learned from the knowledge transfer process that can be useful to others interested in developing robust products (whether commercial or research) that preserve design values, while allowing for large scale deployment and research; (2) articulation of a design space in HCI/HRI (Human Robot Interaction) of intimate space socially assistive robots, with the current artifact as a central exemplar, contextualized alongside other related HRI artifacts.
我们提出了一个通过设计研究的案例研究,设计和开发一个亲密空间的有形设备,也许最好的理解是一个社交辅助机器人,旨在帮助儿童在情绪调节方面的努力。本案例研究涵盖了最初的研究设备开发,以及向产品开发公司的知识转移,以将研究转化为可行的商业产品,也可以作为现场试验的强大“研究产品”。对文献的主要贡献包括:(1)分享从知识转移过程中吸取的经验教训,这些经验教训可以对其他对开发保留设计价值的强大产品(无论是商业还是研究)感兴趣的人有用,同时允许大规模部署和研究;(2)在HCI/HRI(人机交互)的亲密空间社会辅助机器人的设计空间中,以当前的人工制品为中心范例,与其他相关的HRI人工制品一起语境化。
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引用次数: 10
Towards Dynamic Checklists 迈向动态检查清单
Pub Date : 2021-04-17 DOI: 10.1145/3444947
Leah Kulp, Aleksandra Sarcevic, Megan Cheng, R. Burd
The goal of this in-the-wild study was to understand how different patient, provider, and environment contexts affected the use of a tablet-based checklist in a dynamic medical setting. Fifteen team leaders used the digital checklist in 187 actual trauma resuscitations. The measures of checklist interactions included the number of unchecked items and the number of notes written on the checklist. Of the 10 contexts we studied, team leaders’ arrival after the patient and patients with penetrating injuries were both associated with more unchecked items. We also found that the care of patients with external injuries contributed to more notes written on the checklist. Finally, our results showed that more experienced leaders took significantly more notes overall and more numerical notes than less experienced leaders. We conclude by discussing design implications and steps that can be achieved with context-aware computing towards adaptive checklists that meet the needs of dynamic use contexts.
这项野外研究的目的是了解在动态医疗环境中,不同的患者、提供者和环境背景如何影响基于片剂的检查表的使用。15名团队领导在187例实际创伤复苏中使用了数字检查表。检查表相互作用的度量包括未检查项目的数量和写在检查表上的注释的数量。在我们研究的10种情况中,团队领导在患者到达后和穿透性损伤的患者都与更多未检查的项目相关。我们还发现,对受伤患者的护理有助于在清单上写更多的笔记。最后,我们的结果表明,经验丰富的领导者比经验不足的领导者做了更多的笔记和数字笔记。最后,我们讨论了可以通过上下文感知计算实现的设计含义和步骤,以实现满足动态使用上下文需求的自适应检查列表。
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引用次数: 3
CogTool+
Pub Date : 2021-04-17 DOI: 10.1145/3447534
Haiyue Yuan, Shujun Li, P. Rusconi
Cognitive modeling tools have been widely used by researchers and practitioners to help design, evaluate, and study computer user interfaces (UIs). Despite their usefulness, large-scale modeling tasks can still be very challenging due to the amount of manual work needed. To address this scalability challenge, we propose CogTool+, a new cognitive modeling software framework developed on top of the well-known software tool CogTool. CogTool+ addresses the scalability problem by supporting the following key features: (1) a higher level of parameterization and automation; (2) algorithmic components; (3) interfaces for using external data; and (4) a clear separation of tasks, which allows programmers and psychologists to define reusable components (e.g., algorithmic modules and behavioral templates) that can be used by UI/UX researchers and designers without the need to understand the low-level implementation details of such components. CogTool+ also supports mixed cognitive models required for many large-scale modeling tasks and provides an offline analyzer of simulation results. In order to show how CogTool+ can reduce the human effort required for large-scale modeling, we illustrate how it works using a pedagogical example, and demonstrate its actual performance by applying it to large-scale modeling tasks of two real-world user-authentication systems.
认知建模工具已被研究人员和实践者广泛用于帮助设计、评估和研究计算机用户界面(ui)。尽管它们很有用,但由于需要大量的手工工作,大规模建模任务仍然非常具有挑战性。为了解决这一可扩展性挑战,我们提出了CogTool+,这是一个基于知名软件工具CogTool开发的新的认知建模软件框架。CogTool+通过支持以下关键特性来解决可扩展性问题:(1)更高级别的参数化和自动化;(2)算法组件;(3)使用外部数据的接口;(4)明确的任务分离,允许程序员和心理学家定义可重用的组件(例如,算法模块和行为模板),UI/UX研究人员和设计人员可以使用这些组件,而无需了解这些组件的底层实现细节。CogTool+还支持许多大规模建模任务所需的混合认知模型,并提供仿真结果的离线分析器。为了展示CogTool+如何减少大规模建模所需的人力,我们使用一个教学示例来说明它是如何工作的,并通过将其应用于两个真实用户身份验证系统的大规模建模任务来演示其实际性能。
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引用次数: 0
Embracing Four Tensions in Human-Computer Interaction Research with Marginalized People 与边缘人群拥抱人机交互研究中的四种紧张关系
Pub Date : 2021-04-17 DOI: 10.1145/3443686
Calvin A. Liang, Sean A Munson, J. Kientz
Human-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people.
人机交互在与边缘人群打交道方面有着悠久的历史。我们试图了解HCI研究人员如何引导与边缘化人群接触的工作,以及研究人员可能通过工作来扩大利益和减轻潜在危害的考虑因素。总共有24位主要位于美国的HCI研究人员参与了访谈、调查或两者兼而有之。通过反思性主题分析,我们确定了四种紧张关系——剥削、成员关系、披露和盟友关系。我们探讨了每一个涉及的复杂性,表明一个公平的终点可能是不可能的,但当研究人员做出某些考虑时,这项工作仍然值得追求。我们强调,研究边缘化人群的研究人员应该考虑到他们研究方法中的每一种紧张关系,以便向前发展。最后,我们提出了一种以盟友为导向的研究方法,从切线领域和活动家空间的话语中汲取灵感,并将该领域推向一种与边缘化人群进行研究的新范式。
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引用次数: 73
Establishing Context 建立上下文
Pub Date : 2021-04-17 DOI: 10.1145/3446205
Christopher S. Norrie, Annalu Waller, Elizabeth F. S. Hannah
Current mechanisms for adopting and supporting high-tech augmentative and alternative communication (AAC) within special-education appear limited in their success, despite recognition of the potential benefits they represent for young emerging communicators. Prior research in this field has been restricted to discrete survey or interview methodologies. We present a five-month mixed-methods ethnographic study in a special-education school to explore the facilitators and barriers experienced by those using technology, with children who have little or no functional speech, to stimulate communication and language comprehension. Our analysis supports the outcomes of earlier studies, but also furnishes novel insights into the scale and urgency of addressing the problem—with implications for user-centred design within this community. We highlight infrastructure, policy, and recruitment deficits, and propose a two-fold solution: (i) an increase in engagement with this population through the provision of enhanced, user-centred support; and (ii) induction of the cross-disciplinary role of Assistive Technologist, to serve as mediator between teacher, aided communicator, and their assistive technology. This work represents a contribution towards establishing more effective operational, interactional, and pedagogical support for learners using high-tech communication devices.
目前在特殊教育中采用和支持高科技辅助和替代交流(AAC)的机制似乎在成功方面有限,尽管人们认识到它们对年轻的新兴交流者代表着潜在的好处。该领域的先前研究仅限于离散调查或访谈方法。我们在一所特殊教育学校进行了一项为期五个月的混合方法人种学研究,以探索那些使用技术的人所经历的促进因素和障碍,这些儿童很少或没有功能性语言,以促进交流和语言理解。我们的分析支持了早期研究的结果,但也为解决这个问题的规模和紧迫性提供了新的见解——这对这个社区中以用户为中心的设计有影响。我们强调了基础设施、政策和招聘方面的不足,并提出了一个双重解决方案:(i)通过提供增强的、以用户为中心的支持,增加与这一人群的接触;(ii)引入辅助技术专家的跨学科角色,作为教师、辅助传播者和辅助技术之间的调解人。这项工作代表了为使用高科技通信设备的学习者建立更有效的操作、互动和教学支持的贡献。
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引用次数: 1
The Purpose of Play 游戏的目的
Pub Date : 2021-04-17 DOI: 10.1145/3432245
Katta Spiel, K. Gerling
Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human–Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large-scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit.
游戏是所有人的一种流行的消遣方式,尽管并非所有人都玩得一样。随后,人机交互游戏研究越来越关注为神经分化玩家服务的游戏的开发。根据《残疾研究》和《自我决定理论》,我们对66份出版物进行了批判性回顾,分析了现有游戏的人群、研究方法、游戏类型和总体目标。我们发现游戏主要是为儿童开发的,采用自上而下的方法。他们倾向于关注教育和医疗环境,并受到神经发散性兴趣的外在因素的驱动。现有的工作主要遵循残疾的医学模型,这无法支持神经发散型玩家的自我决定,并且边缘化了他们沉浸其中的机会。我们的贡献包括对一个崭露头角的研究领域进行大规模调查,目的是捕捉现状,并确定未来工作的机会,以解决差异,而不是将其明确为缺陷。
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引用次数: 40
Intermittent Control as a Model of Mouse Movements 鼠标运动的间歇性控制模型
Pub Date : 2021-03-15 DOI: 10.1145/3461836
J. A. Martin, H. Gollee, Jörg Müller, R. Murray-Smith
We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human–Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions becomes large. We use a parameter optimisation approach to identify the parameters of an intermittent controller from experimental data, where users performed one-dimensional mouse movements in a reciprocal pointing task. Compared to previous published work with continuous control models, based on the Kullback–Leibler divergence from the experimental observations, IC is better able to generatively reproduce the distinctive dynamical features and variability of the pointing task across participants and over repeated tasks. IC is compatible with current physiological and psychological theory and provides insight into the source of variability in HCI tasks.
我们提出间歇性控制(IC)模型作为模拟人机交互(HCI)中人类输入运动的候选框架。IC与连续控制的不同之处在于,它不假设用户使用反馈来连续地调整他们的运动,而是只有当观察到的指针位置与预测的指针位置相差很大时才会使用反馈来调整他们的运动。我们使用参数优化方法从实验数据中识别间歇性控制器的参数,其中用户在互惠指向任务中执行一维鼠标移动。与之前发表的连续控制模型相比,基于实验观察的Kullback-Leibler散度,IC能够更好地生成再现参与者之间和重复任务的不同动态特征和可变性。IC与当前的生理和心理学理论相兼容,并提供了对HCI任务变异性来源的见解。
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引用次数: 11
Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs 远程虚拟现实研究:通过参与者拥有的头显远程运行虚拟现实研究的框架
Pub Date : 2021-02-22 DOI: 10.1145/3472617
Radiah Rivu, Ville Makela, Sarah Prange, S. D. Rodriguez, Robin Piening, Yumeng Zhou, Kay Kohle, Ken Pfeuffer, Yomna Abdelrahman, Matthias Hoppe, A. Schmidt, Florian Alt
We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own equipment. Researchers can benefit from this approach by being able to recruit study populations normally out of their reach, and to conduct research at times when it is difficult to get people into the lab (cf. the COVID pandemic). In an initial online survey (N = 227), we assessed HMD owners’ demographics, their VR setups and their attitudes toward remote participation. We then identified different approaches to running remote studies and conducted two case studies for an in-depth understanding. We synthesize our findings into a framework for remote VR studies, discuss strengths and weaknesses of the different approaches, and derive best practices. Our work is valuable for Human-Computer Interaction (HCI) researchers conducting VR studies outside labs.
我们调查了远程运行虚拟现实(VR)研究的机遇和挑战。今天,许多消费者拥有头戴式显示器(hmd),使他们能够在家中使用自己的设备参与科学研究。研究人员可以从这种方法中受益,因为他们能够招募通常无法接触到的研究人群,并在难以让人进入实验室的时候进行研究(参见COVID大流行)。在最初的在线调查(N = 227)中,我们评估了HMD所有者的人口统计数据、他们的VR设置以及他们对远程参与的态度。然后,我们确定了运行远程研究的不同方法,并进行了两个案例研究,以深入了解。我们将我们的研究结果综合到远程虚拟现实研究的框架中,讨论不同方法的优缺点,并得出最佳实践。我们的工作对在实验室之外进行VR研究的人机交互(HCI)研究人员很有价值。
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引用次数: 37
The Matter of Tools 工具的问题
Pub Date : 2021-02-01 DOI: 10.1145/3426776
I. Posch, G. Fitzpatrick
Tools, as extensions of hand and mind, prescribe defining properties for a practice. We anchor our tools research within a case study of electronic textiles (eTextiles), combining textile materials and electronic and computational functionality. While the field of eTextiles is expanding into new personal and ubiquitous applications, its tools as productive means, however, are rarely investigated. We fill this gap by both proposing and exploring new tools, aiming at an integrated eTextile craft practice across disciplinary boundaries. Results from a research through design process have been developed into research products and proposed to a wider community of novices and practitioners. Research insights from making, using and reflecting on our new tools show they not only guide habits of making, but also are formative to the understanding of eTextiles as a practice and a field. Their form and function matter for the skills, processes and users, ultimately prescribing the technologies that surround us.
工具,作为手和思维的延伸,规定了实践的定义属性。我们将工具研究定位在电子纺织品(etexexs)的案例研究中,将纺织材料与电子和计算功能相结合。虽然纺织品领域正在扩展到新的个人和无处不在的应用中,但其作为生产手段的工具却很少被研究。我们通过提出和探索新的工具来填补这一空白,旨在跨越学科界限的综合纺织工艺实践。通过设计过程的研究结果已发展成为研究产品,并向更广泛的新手和从业者群体提出。从制作、使用和反思我们的新工具中获得的研究见解表明,它们不仅指导了制作习惯,而且形成了对纺织品作为一种实践和一个领域的理解。它们的形式和功能关系到技能、流程和用户,最终决定了我们周围的技术。
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引用次数: 10
期刊
ACM Transactions on Computer-Human Interaction (TOCHI)
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