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

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Attach me and detach me: an interactive device to help to teach algebra 连接我和分离我:一个帮助教授代数的互动设备
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123858
Pedroza-Méndez Blanca-E, G. Juan-M, G. Josefina, Collazos Cesar, Ramírez-Cruz José-F
Even though the digital age is so advanced around the globe, nowadays Mexico does not have necessary conditions for any institution to use fully automated tools. Disadvantages such as poor infrastructure, lacking computers, and inadequate internet access are some of the most common obstacles that do not allow for the most of the Mexican educational institutions to use automated techno-pedagogical strategies. In this work, we propose a semi-automated tool, based on tangible user interfaces and apply gamification, for teaching algebra. The major challenge of this project is the context of use, where the proposal was initially valued using statistical experimental designs through a hypothesis test and a regression analysis. In both, a longitudinal study with two measures at different times of a related sample, composed of 19 students, is considered. In the hypothesis test the difference between the before and after of application of an instructional design with the game management through the gamified board was contrasted, obtaining as a result that the average in the ability to solve problems in the pre-test is of 0.1184 and in the post-test of 0.5586, therefore, the difference between means, before and after the instructional design allows to accept the hypothesis that if there are changes in the ability to solve problems of algebra, before and after the use of the gamified board. The regression analysis allows us to state that 16.9% of the ability to solve algebra problems can be influenced by the number of activities that the student performs with the gamified board.
尽管数字时代在全球范围内如此先进,但如今墨西哥没有任何机构使用全自动工具的必要条件。基础设施差、缺乏计算机和互联网接入不足等缺点是大多数墨西哥教育机构不允许使用自动化技术教学策略的一些最常见的障碍。在这项工作中,我们提出了一个半自动化的工具,基于有形的用户界面和应用游戏化,用于代数教学。该项目的主要挑战是使用背景,其中提案最初是通过假设检验和回归分析使用统计实验设计来评估的。在这两种情况下,纵向研究与两个措施在不同时间的相关样本,由19名学生组成,是考虑。在假设检验的区别之前和之后的应用程序的一个教学设计与游戏通过gamified董事会管理对比,获得结果,一般解决问题的能力在检测前的0.1184和0.5586的测试后,因此,之间的区别意味着,之前和之后的教学设计允许接受的假设如果有解决问题能力的变化代数,游戏化板的使用前后。回归分析表明,学生解决代数问题的能力有16.9%会受到他们在游戏化棋盘上进行的活动数量的影响。
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引用次数: 2
Proposal of a model for the analysis of requirements and activities for the design of interactive experiences aimed at the psychomotor rehabilitation of children with hearing impairments 针对听力障碍儿童心理运动康复的互动体验设计,提出需求分析和活动分析模型
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123831
Victor M. Peñeñory, C. Manresa-Yee, Sandra P. Cano, H. Fardoun
To1 design interactive experiences for rehabilitation, we need to identify previously the variables to take into account in the design and development. Therefore, the aim of this work is to propose a model to help in the gathering of appropriate information previous to the design of interactive systems for psychomotor therapies for children with hearing impairments. We followed the User Centered Design (UCD) and the Theory of activity to support the design of satisfying and efficient rehabilitation interactive experiences for people with hearing impairments.
为了设计康复的互动体验,我们需要确定之前在设计和开发中要考虑的变量。因此,这项工作的目的是提出一个模型,以帮助在设计听觉障碍儿童精神运动治疗的互动系统之前收集适当的信息。我们遵循以用户为中心的设计(UCD)和活动理论来支持听觉障碍患者满意和高效的康复互动体验的设计。
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引用次数: 3
A methodology to develop usability / user experience heuristics 一种开发可用性/用户体验启发式的方法
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3133832
Daniela Quiñones Otey
Usability is an important element to consider in the development of different software products. Because sets of generic usability heuristics may not evaluate specific features of different applications, several authors have developed new sets of usability heuristics in order to evaluate the usability of these specific applications. Many of these authors follow informal processes to develop new heuristics, which can generate sets of usability heuristics that do not evaluate effectively the usability. Therefore, it is necessary to formalize the process to develop usability heuristics. This research aims to formalize a methodology for developing usability heuristics.
可用性是开发不同软件产品时需要考虑的一个重要因素。由于通用的可用性启发式方法可能无法评估不同应用程序的特定特性,一些作者开发了新的可用性启发式方法来评估这些特定应用程序的可用性。这些作者中的许多人遵循非正式的过程来开发新的启发式方法,这可能会产生一组不能有效评估可用性的可用性启发式方法。因此,有必要将开发可用性启发式的过程形式化。本研究旨在形式化开发可用性启发式的方法。
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引用次数: 56
Proposal of development methodology on tutoring system for developing algorithmic abilities 算法能力培养辅导系统开发方法的提出
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123821
Sánchez Román Guillermina
Algorithmic abilities are fundamental when it comes to solving computational problems. This article shows the advance in design of a development methodology for a Tutor System on algorithmic abilities, considering gamification techniques added to the strategy of instructional design to improve these abilities. Furthermore, an interface is integrated and evaluated with usability tests; obtaining a satisfactory level, contemplating the comments that will improve the interfaces in the future.
算法能力是解决计算问题的基础。本文展示了基于算法能力的导师系统开发方法的设计进展,考虑到将游戏化技术添加到教学设计策略中以提高这些能力。此外,通过可用性测试对界面进行集成和评估;获得满意的水平,考虑将来会改进接口的注释。
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引用次数: 0
Ontology for the description of a masters degree program in computer sciences 描述计算机科学硕士学位课程的本体
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123836
Cecilia Reyes Peña, M. Tovar, Stephanie Vázquez
In this paper, a method for constructing a manual ontology for a Computer Sciences Master program is described using some elements from the METHONTOLOGY, Grüninger and Fox, and Bravo's methodologies. We follow a series of steps in order to represent the knowledge-base of the Master's Degree program, some competency answers are done as part of the process, and the answering of those question lead us to the evaluation of the ontology. The queries are made into Protégé and written in SPARQL query language.
本文描述了一种构建计算机科学硕士课程手工本体的方法,该方法使用了METHONTOLOGY、grninger和Fox以及Bravo的方法中的一些元素。为了表示硕士学位项目的知识库,我们遵循了一系列步骤,一些能力回答是这个过程的一部分,这些问题的回答引导我们对本体进行评估。这些查询是用protp - 进行的,并用SPARQL查询语言编写。
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引用次数: 4
Structure, organization and categorization of languages of interaction patterns 交互模式语言的结构、组织和分类
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123845
Yuliana Vanesa Puerta Cruz, S. ToniGranollers, Josefina Guerrero García
Interaction pattern languages represent a solution to user-centered interface design problems. Throughout the years, different authors have dedicated their efforts to developing collections of patterns aimed at addressing usability issues. However, their authors have organized them in different ways, making it difficult to compare and transfer patterns from one language to another. This article presents a review of the state of the art of interaction pattern languages, their structure, organization and the relationships between them. Finally, it shows the adaptation of a set of interaction patterns to guarantee better results in obtaining user experience
交互模式语言代表了以用户为中心的界面设计问题的解决方案。多年来,不同的作者致力于开发旨在解决可用性问题的模式集合。然而,它们的作者以不同的方式组织它们,使得比较和将模式从一种语言转移到另一种语言变得困难。本文回顾了交互模式语言的发展现状、它们的结构、组织以及它们之间的关系。最后,展示了一组交互模式的适应性,以保证获得更好的用户体验
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引用次数: 0
Game to develop rhythm and coordination in children with hearing impairments 游戏开发的节奏和协调的孩子有听力障碍
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123853
Camila Pérez-Arévalo, C. Manresa-Yee, Victor M. Peñeñory Beltrán
Children1 with hearing impairments have deficits and delays in their psychomotor skills, among them in the perception of rhythm. In this work we present the design procedure and criteria of an app that can help these children to train their rhythm skills and consequently improve their visual motor coordination.
有听力障碍的儿童在精神运动技能方面存在缺陷和延迟,其中包括对节奏的感知。在这项工作中,我们提出了一个应用程序的设计过程和标准,可以帮助这些孩子训练他们的节奏技能,从而提高他们的视觉运动协调能力。
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引用次数: 8
iProg: development of immersive systems for the learning of programming iProg:开发用于学习编程的沉浸式系统
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123874
M. Ortega, M. Redondo, A. Molina, Crescencio Bravo, C. Lacave, Yoel Arroyo, Santiago Sánchez-Sobrino, María Ángeles García, C. Collazos, Javier Alejando Jiménez Toledo, H. Luna-García, J. Velázquez‐Iturbide, Raúl Abad Gómez-Pastrana
Basic "computing literacy" is said to be deemed necessary for all citizens, and provides an opportunity to prepare, over longer periods of time, future computing engineers. The iProg Project intends to achieve computing literacy research objectives by means of a number of applications for Programming Education, based on different techniques for advanced Computer-Human Interaction and visualization, including augmented reality and gesture-based interaction. The evaluation of Usability and User Experience of these new forms of interaction will require the use of advanced interaction techniques, including eye tracking and the gathering of biometric information.
据说,基本的“计算机素养”对所有公民来说都是必要的,并为培养未来的计算机工程师提供了一个机会。iProg计划旨在通过基于不同的先进人机交互和可视化技术(包括增强现实和基于手势的交互)的编程教育应用程序来实现计算素养的研究目标。评估这些新型交互形式的可用性和用户体验将需要使用先进的交互技术,包括眼动追踪和生物特征信息的收集。
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引用次数: 11
Use of an architectural model to assist children with learning problems in basic mathematics 使用建筑模型来帮助孩子学习基础数学问题
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123840
Miguel Angel Ortiz Esparza, J. M. Arteaga, Juana Canul-Reich, Víctor Larios Osorio, Francisco Javier Álvarez Ramírez, Alfredo Mendoza-González
A large diversity of educational content 1 can dynamically contribute to the construction of basic knowledge for elementary school children, these contents can be used to develop or expand such knowledge and this becomes different when it needs to be applied to children with learning problems in basic mathematics. Then, it is necessary to manage effectively educational resources, current work proposes the use of an architectural model in order to support teaching activities of a multidisciplinary group of specialist in inclusive education. A case study presents some examples of teaching activities such as the specification of context and the management of educational resources according the learning problems of children at elementary school.
丰富多样的教育内容1可以动态地促进小学生基础知识的构建,这些内容可以用来发展或扩展这些知识,但当需要将其应用于有基础数学学习问题的儿童时,情况就不同了。然后,有必要有效地管理教育资源,目前的工作建议使用一个建筑模型,以支持一个多学科的全纳教育专家小组的教学活动。通过案例研究,提出了针对小学阶段儿童学习问题的情境规范、教育资源管理等教学活动实例。
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引用次数: 0
Moving through the past: design and evaluation of a full-body interaction learning environment for a public space 穿越过去:公共空间全身互动学习环境的设计与评价
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3133833
Maria Santos, Marie-Monique Schaper, N. Parés
This paper presents a brief overview of the design and evaluation process of a Virtual Heritage (VH) experience for children in the context of Refugi 307, a bomb shelter built during the Spanish Civil War. The shelter currently belongs to the History Museum of Barcelona, which provides guided tours through the cultural heritage site for schools and the general public. The goal of the study is to evaluate suitable design methods to define the requirements for the design of a first prototype grounded on the World-as-Support (WaS) interaction paradigm, which is based on projective Augmented Reality (AR). We conducted an ethnographic study and Participatory Design (PD) workshops in order to analyse different aspects of the requirements and to include multiple needs and viewpoints of the involved children.
本文简要介绍了在西班牙内战期间建造的防空洞Refugi 307的背景下为儿童设计的虚拟遗产(VH)体验的设计和评估过程。这个庇护所目前属于巴塞罗那历史博物馆,该博物馆为学校和公众提供参观文化遗产的导游。该研究的目标是评估合适的设计方法,以确定基于投影增强现实(AR)的基于世界支持(WaS)交互范式的第一个原型设计的需求。我们进行了一项人种学研究和参与式设计(PD)研讨会,以分析要求的不同方面,并包括参与儿童的多种需求和观点。
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Proceedings of the XVIII International Conference on Human Computer Interaction
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