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Proceedings of the XVIII International Conference on Human Computer Interaction最新文献

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Relation between u-learning, connective learning, and standard xAPI: a systematic review u-学习、关联学习与标准xAPI的关系:系统综述
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123834
Gabriel M. Ramírez, C. Collazos, F. Moreira, C. González-González
U-Learning is the educational process that is performed at any time, place, context and through any device. It is the application of omnipresence in education. The paper presents a systematic review of U-Learning related to the xAPI standard and connective learning. In the systematic review, 824 articles were found in 6 academic databases. According to the inclusion criteria, 54 papers were selected. This paper aims to find links between connective learning and the xAPI standard in the framework of U-Learning.
U-Learning是指在任何时间、任何地点、任何环境、通过任何设备进行的教育过程。它是“无所不在”在教育中的应用。本文系统地回顾了与xAPI标准和连接学习相关的U-Learning。系统评价在6个学术数据库中共检索到824篇文献。根据纳入标准,共入选54篇论文。本文旨在寻找在U-Learning框架下连接学习与xAPI标准之间的联系。
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引用次数: 2
Analysis of children: humanoid robot interaction to support social skills development 分析儿童:类人机器人互动支持社交技能发展
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123837
J. Anibal Arias-Aguilar, M. Luz Palacios-Villavicencio, Roberto Bretado-Gallegos, María Auxilio Medina-Nieto, Antonio Benitez Ruiz, Verónica Rodríguez-López, Jaqueline Estrada-Bautista
Children robot interaction1 has shown benefits in academic or medical applications. We started a long-term project with the goal of modifying some social behaviors on disabled children using a humanoid robot that implements tasks that a therapist does frequently; this paper reports the initial stage of our project, it focuses on the analysis, design and test of children - NAO robot interactions by taking into account a repertoire of basic social behaviors: rapport establishment, attention acquisition, imitation behavior and follow-up of instructions. Preliminary results show that interactions with regular children (aged from 5 to 12 years old) are validated and ready to be used as a promising alternative to support social skills development in disabled children.
儿童与机器人的互动已经在学术或医学应用中显示出益处。我们开始了一个长期的项目,目标是用一个人形机器人来改变残疾儿童的一些社会行为,这个机器人可以完成治疗师经常做的任务;本文报告了我们项目的初始阶段,它侧重于分析、设计和测试儿童与NAO机器人的互动,并考虑了一系列基本的社会行为:建立融洽关系、注意获得、模仿行为和后续指令。初步结果表明,与正常儿童(5至12岁)的互动是有效的,并准备用作支持残疾儿童社交技能发展的有希望的替代方法。
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引用次数: 1
Statistical validation for coordinative motor comportment using support vector machine in joints dynamical system 基于支持向量机的关节动力系统协调运动性能统计验证
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123864
Mario Samuel Casanova, D. S. Lopez, A. F. Calvo, Oscar Henao Gallo
Actually, thanks to joint development computational subject and health to be possible design methods and tools to detection, measure and evaluation automated human movement activity using different technological ubiquitous device to can diagnostic and recorder to progress due abnormal human physiological state.
实际上,由于计算学科和健康的共同发展,可以设计方法和工具来检测、测量和评估自动化的人体运动活动,使用不同的技术无处不在的设备来诊断和记录由于人体生理状态异常而产生的进展。
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引用次数: 0
Emotion detection: a technology review 情感检测技术综述
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123852
Jose Maria Garcia-Garcia, V. Penichet, M. Lozano
Emotion detection has become one of the most important aspects to consider in any project related to Affective Computing. Due to the almost endless applications of this new discipline, the development of emotion detection technologies has brought up as a quite profitable opportunity in the corporate sector. Many start-up enterprises have emerged in the last years, dedicated almost exclusively to a specific type of emotion detection technology. In this paper, we present a thorough review of current technologies to detect human emotions. To this end, we explore the different sources from which emotions can be read, along with existing technologies developed to recognize them. We also explore some application domains in which this technology has been applied. This survey has let us identify the strengths and shortcomings of current technology for emotion detection. We conclude the survey highlighting the aspects that requires further research and development.
情感检测已经成为任何与情感计算相关的项目中需要考虑的最重要的方面之一。由于这门新学科几乎无穷无尽的应用,情绪检测技术的发展已经成为企业部门一个相当有利可图的机会。过去几年出现了许多初创企业,几乎专门致力于某种特定类型的情绪检测技术。在本文中,我们提出了一个全面的审查目前的技术,以检测人类的情绪。为此,我们探索了可以解读情感的不同来源,以及现有的识别情感的技术。我们还探讨了一些应用了该技术的应用领域。这项调查让我们确定了当前情感检测技术的优点和缺点。我们在总结调查时强调了需要进一步研究和发展的方面。
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引用次数: 83
The influence of learning styles in collaborative activities 学习风格对合作活动的影响
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123843
Erica María Lara-Muñoz, G. Rebolledo-Méndez, J. Rojano-Cáceres
A collaborative activity in an educational environment involves the accomplishment of tasks in teams. The interaction among members of a team implies work to be organized and assigned among the parties in order to perform a learning activity. Learning styles are constructs that may explain the way in which people learn in general and could be related to the way students interact in a collaborative setting including with technology. The main problem detected in collaboration activities, is the student association, regularly their join together that their want and this form to work it is not the best. We think that there are to find a way to put them together, with the purpose that students obtained learning gains in their activities. The purpose of this article is to show the results from an exploratory study carried out among secondary students. The main objective was to analyze whether students have greater use of collaborative strategies in relation to their learning styles. To this end, students were paired considering David Kolb's learning styles. The results suggest that students, who were the most successful in the collaborative activity, were those who had the same learning style.
教育环境中的协作活动包括团队完成任务。团队成员之间的互动意味着要在各方之间组织和分配工作,以执行学习活动。学习风格是一种结构,可以解释人们一般的学习方式,并可能与学生在包括技术在内的协作环境中的互动方式有关。在协作活动中发现的主要问题,是学生社团,他们经常联合在一起,认为他们想要的和这种形式的工作不是最好的。我们认为有必要找到一种方法把它们结合起来,目的是让学生在他们的活动中获得学习收益。本文的目的是展示一项在中学生中进行的探索性研究的结果。主要目的是分析学生是否更多地使用与他们的学习风格相关的合作策略。为此,学生们根据大卫·科尔布的学习风格进行配对。结果表明,在合作活动中最成功的学生是那些具有相同学习风格的学生。
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引用次数: 2
TanQuery: a tangible system for relational algebra learning TanQuery:关系代数学习的有形系统
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123856
Antonio Xohua-Chacón, E. Benítez-Guerrero, Carmen Mezura-Godoy
This paper introduces TanQuery, a tangible system prototype aimed to support the learning process of relational algebra (RA). In this system, RA operators and operands are represented by tokens that can be manipulated by the user to interactively create query trees. The design of TanQuery incorporates components to detect and track tokens, and to analyze and execute query trees. A working prototype has been developed and tested for usability. The results of prototype test, allow to observe that students found this type of interface pleasant, however, we need to make general improvements to prototype and realize further user studies.
本文介绍了TanQuery,一个支持关系代数(RA)学习过程的有形系统原型。在这个系统中,RA操作符和操作数由令牌表示,用户可以操纵这些令牌以交互方式创建查询树。TanQuery的设计包含检测和跟踪令牌的组件,以及分析和执行查询树的组件。已经开发了一个工作原型并对其可用性进行了测试。原型测试的结果,可以观察到学生对这种类型的界面感到满意,但我们需要对原型进行一般性的改进,并实现进一步的用户研究。
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引用次数: 3
Teaching experience of human-computer interaction at at autonomous university of aguascalientes 阿瓜斯卡连特斯自治大学人机交互教学经验
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123863
J. Muñoz-Arteaga
Human-Computer Interaction (HCI) studies the interaction between people with computer, it offers analysis, design, development and evaluation methods in order to develop usable and accessible interactive systems for give support to daily activities of people. Current work describes the experience about HCI teaching at Universidad Autónoma de Aguascalientes during twelve years, a table of HCI general content is described, which is considered as a base for undergraduate and postgraduate HCI courses. This work also shows the initiative for collaborative production of HCI educative resources. Finally, a set of projects has conducted at UAA in collaboration with other universities where several students were in academic exchanges in order to get experience to design and develop new interactive systems. 1
人机交互(HCI)研究人与计算机之间的交互,它提供分析、设计、开发和评估方法,以开发可用和可访问的交互系统,为人们的日常活动提供支持。目前的工作描述了Autónoma de Aguascalientes大学12年来HCI教学的经验,描述了HCI的一般内容表,这被认为是本科和研究生HCI课程的基础。这项工作也显示了协同生产HCI教育资源的主动性。最后,在UAA与其他大学合作进行了一系列项目,几名学生进行了学术交流,以获得设计和开发新的互动系统的经验。1
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引用次数: 0
The graphic adventure as an instrument to assist comprehensive reading 图形冒险作为辅助综合阅读的工具
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123823
N. Medina-Medina, P. Paderewski, N. Zea, J. R. López-Arcos, F. G. Vela
Video games are interactive applications aimed at entertainment that, practically since its inception, has been tested in order to exploit their properties in other areas. In this line, the educational extrapolation has revealed a collection of benefits of the video games as pedagogical tools [1, 2], including: the potential to assist students who lack motivation, the possibility of performing a multi-modal learning process or the promotion of autonomous learning. The particular case of adventure video games offers an artificial environment in which the player has to interact to solve problems [3]. This means that the game provides a model of the world where the active participation of the player configures the interactive fiction as he/she performs actions in the game and interacts with the characters. Within this process, reading is a key process. As a result, this paper defines a basic model to represent educational graphic adventures, based in three structural elements: narrative, reading process and acquisition of competences. Narrative wraps the game to tell the story, to describe the scenarios and objects and to allow communication with the characters. Thus, the reading of the discontinuous texts narrated in the adventure is the main mechanism of interaction and the catalyst for the rest of interactions (movements, actions, etc.) to achieve the educational competences. Fig. 1 shows how these three elements constitute the axis of the main components of this genre of video games: context, plot, characters, interactive objects, rules, movement of the avatar, handling of the inventory, and the dialogues and actions that support the decision-making. Those decisions will guide the story until an outcome, which will be promoted by the resolution of different challenges in which the global puzzle is split. Since the ergodic literature [4] of the graphic adventure includes narrative elements into the game to give an argument to its challenges, this is a suitable genre to practice and encourage reading comprehension. For this reason, the proposed model has been instantiated in a graphic adventure ("Uranus": invaders of the time) that supports five types of reading comprehension (literal, inferential, critical, global and meta-comprehension) through a series of puzzles designed by a multidisciplinary team to fit the cognitive level of the children of the second and third cycle of primary education in Spain. These challenges are organized according to a skeleton commonly found in adventure games: "the search". Thus, in "Uranus", the avatar performs the so-called "journey of the hero", visiting our historic past to rescue the Earth of evil beings (coming from Uranus) who were willing to destroy it to steal its essence. Interaction with objects and characters is the mechanism to guide the play and the educational activity. Specifically, the interaction with the adventure is the means which enables the reading of the discontinuous texts integrated into t
电子游戏是一种以娱乐为目的的互动应用程序,实际上从一开始,它就被测试过,以便在其他领域利用它们的属性。在这条线上,教育外推揭示了电子游戏作为教学工具的一系列好处[1,2],包括:帮助缺乏动力的学生的潜力,执行多模式学习过程的可能性或促进自主学习。冒险电子游戏提供了一个人工环境,玩家必须通过互动来解决问题[3]。这意味着游戏提供了一个世界模型,在这个模型中,玩家的积极参与配置了互动小说,因为他/她在游戏中执行动作并与角色互动。在这个过程中,阅读是一个关键的过程。因此,本文以叙事、阅读过程和能力习得三个结构要素为基础,定义了一个表达教育类图形冒险的基本模型。叙述包裹着游戏去讲述故事,描述场景和对象,并允许玩家与角色进行交流。因此,对冒险故事中叙述的不连续文本的阅读是互动的主要机制,也是其他互动(动作、动作等)的催化剂,以实现教育能力。图1显示了这三个元素如何构成这类电子游戏的主要组成部分:情境、情节、角色、互动对象、规则、角色移动、库存处理以及支持决策的对话和行动。这些决定将引导故事的发展,直到出现一个结果,这个结果将通过解决不同的挑战而得到推动,在这些挑战中,全球拼图被分割开来。由于图像冒险的遍历文学[4]在游戏中包含了叙述元素,以说明其挑战,因此这是一种适合练习和鼓励阅读理解的类型。出于这个原因,该模型已经在一个图形冒险(“天王星”:时代的入侵者)中得到了实例化,该冒险通过一系列由多学科团队设计的谜题来支持五种类型的阅读理解(字面理解、推理理解、批判理解、全局理解和元理解),以适应西班牙小学教育第二和第三周期儿童的认知水平。这些挑战是根据冒险游戏中常见的框架来组织的:“搜索”。因此,在“天王星”中,化身执行了所谓的“英雄之旅”,访问我们的历史过去,拯救地球的邪恶生物(来自天王星),他们愿意摧毁它,窃取它的本质。与对象和角色的互动是指导游戏和教育活动的机制。具体来说,与冒险的互动是让玩家能够阅读整合到游戏中的不连续文本的手段,这些文本将以一种新兴或嵌入的形式呈现[5]。这个过程是通过点击界面来执行的,它通过选择选项来实现,主要有三种情况:(a)在对话中,玩家可以在对话的每个点中选择几个可能的答案(图2);(b)通过收集和使用物品来解决局部和全局难题;(c)角色在一个场景内或场景之间移动时。此外,“天王星”将游戏进程与教育进步[6]联系在一起,当玩家完成一个有趣的挑战时,就会计算并分配每个涉及的教育能力的分数。教育工作者可以检查这个分数,并用于定制玩家的学习过程,但为了避免成为游戏娱乐过程的障碍,这些分数对他们来说是隐藏的。目前,一项评估经验正在进行中,以验证该建议在概念、娱乐和教育方面的有效性。一些以前的结果从一个经验与39个孩子(平均10.6年)中饰演的“天王星”40分钟,表明他们没有意识到练习阅读理解(只有两个主题确定阅读比赛的严肃的目的),“天王星”喜欢他们(平均3.9分5),虽然他们说的交互(特别是《阿凡达》的运动)可以提高5)(平均3.2分。经验后,我们期望在提议的模型和教育冒险游戏中找到改进。
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引用次数: 0
A new friend in our smartphone?: observing interactions with chatbots in the search of emotional engagement 智能手机里的新朋友?观察与聊天机器人的互动,寻找情感投入
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123826
Manuel Portela, Carlos Granell-Canut
We present the findings of a quantitative and qualitative empirical research to understand the possibilities of engagement and affection in the use of conversational agents (chatbots). Based on an experiment with 13 participants, we explored on one hand the correlation between the user expectation, user experience and intended use and, on the other, whether users feel keen and engaged in having a personal, empathic relation with an intelligent system like chatbots. We used psychological questionnaires to semi-structured interviews for disentangle the meaning of the interaction. In particular, the personal psychological background of participants was found critical while the experience itself allowed them to imagine new possible relations with chatbots. Our results show some insights on how people understand and empathize with future interactions with conversational agents and other non-visual interfaces.
我们提出了一项定量和定性实证研究的结果,以了解使用会话代理(聊天机器人)时参与和情感的可能性。基于一项有13名参与者的实验,我们一方面探索了用户期望、用户体验和预期用途之间的相关性,另一方面,用户是否热衷于与聊天机器人这样的智能系统建立个人的、共情的关系。我们使用心理问卷来进行半结构化访谈,以理清互动的意义。值得一提的是,参与者的个人心理背景至关重要,而这种体验本身让他们想象与聊天机器人之间可能出现的新关系。我们的研究结果揭示了人们如何理解和同情未来与对话代理和其他非视觉界面的交互。
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引用次数: 55
Introducing an interactive story in a geolocalized experience 在地理定位体验中引入互动故事
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123850
J. R. López-Arcos, F. G. Vela, N. Zea, P. Paderewski, N. Medina-Medina
Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the narrative with the interactivity and the geolocalization of these games requires a model that represents and structures the story and its integration with the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.
普及游戏是目前对玩家影响最大的游戏体验类型之一。它们在空间、时间或社交维度上打破了通常的游戏环境。这些游戏的叙事与互动性和地理定位的整合需要一个能够呈现和构建故事及其与游戏其他元素的整合的模型。此外,这个模型应该允许我们分析故事的有效性,以及它如何帮助创造良好的用户体验。在本文中,我们提出了一个强大的叙事结构,包括地理定位支持。通过一个交互式地理定位故事的设计例子,我们解释了这个模型的几个特征,这些特征使创造一个好的交互式叙事成为可能。
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引用次数: 4
期刊
Proceedings of the XVIII International Conference on Human Computer Interaction
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