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

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June: an agent-based metasearch engine for collaborative student groups June:一个基于代理的元搜索引擎,用于协作学生群体
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123846
Carlos Francisco Pérez-Crespo, Maria Martha Pérez-Crespo, R. Costaguta
On many groups activities students need to individually search material available on the web. Although many of the results obtained by each of them are repeated, each result must be analyzed to determine its usefulness, and this entails considerable time and effort. To solve this problem JUNE, an agent-based metasearch engine that enables collaborative web search for groups of students, was developed. The application indicates which member evaluated each result, and it also allows assigning a personal assessment and associating a comment. The results produced by the individual searches are sorted by the metasearcher using a ranking algorithm that considers a group valuation obtained by averaging the individual valuations. Currently, JUNE is being used by groups of university students.
在许多小组活动中,学生需要在网上单独搜索可用的材料。虽然它们各自获得的许多结果是重复的,但必须分析每个结果以确定其有用性,这需要大量的时间和精力。为了解决这个问题,JUNE开发了一个基于代理的元搜索引擎,可以对学生群体进行协同网络搜索。应用程序指示哪个成员评估了每个结果,它还允许分配个人评估并关联评论。单个搜索产生的结果由元搜索器使用排序算法进行排序,该算法考虑通过平均单个估值获得的组估值。目前,大学生群体正在使用JUNE。
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引用次数: 0
Immertable: a configurable and customizable tangible tabletop for audiovisual and musical control 可浸入式:可配置和可定制的有形桌面,用于视听和音乐控制
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123842
S. Baldassarri, E. Cerezo, J. R. Beltrán
This paper presents the development of a new tangible tabletop specially designed for interactive audiovisual and musical control. It explores a new interactive space based on 3D active tangible interaction and user's gestures that allows the user to extend the control of the musical events beyond the tabletop surface. It includes a vertical see-through screen for projecting the feedback of the user's movements and the visualization of the musical show. The tabletop interface and the ways for interaction are totally configurable and customizable. Three different artistic and musical performances are presented to show the ability of Immertable to be adapted for different ways of interaction, music creation and visual interface requirement1.
本文介绍了一种专门用于交互式视听和音乐控制的新型有形桌面的开发。它探索了一个基于3D主动有形交互和用户手势的新交互空间,使用户可以将对音乐事件的控制扩展到桌面之外。它包括一个垂直的透明屏幕,用于投射用户的动作反馈和音乐表演的可视化。桌面界面和交互方式是完全可配置和可定制的。通过三种不同的艺术和音乐表演来展示Immertable适应不同互动方式、音乐创作和视觉界面要求的能力1。
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引用次数: 2
Applying a user-centered design methodology to develop usable interfaces for an Automated Teller Machine 应用以用户为中心的设计方法为自动柜员机开发可用的界面
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123833
Arturo Moquillaza, Freddy Paz
Developing an interface for ATM systems is a complex process. Among the issues of this process, are designs without a focus on the final user, a non-defined process, and missed time in meetings with new stakeholders every time. Because of this, one of the leading banks in Peru, BBVA Continental, in the context of its digital transformation, requested new methods and tools for the design of its ATM interfaces. In this sense, we proposed a new methodology, which involves a set of activities and the use of two techniques of user-centered design: storyboarding and video prototyping. This new proposal was employed to implement new features of the system and for the improvement of the current workflow and navigation. In both cases, we obtained promising results for the financial entity: a better time-to-market and a better satisfaction of the stakeholders.
开发ATM系统的接口是一个复杂的过程。在这个过程的问题中,包括没有关注最终用户的设计,未定义的过程,以及每次都错过与新涉众开会的时间。正因为如此,秘鲁的主要银行之一BBVA Continental在其数字化转型的背景下,要求采用新的方法和工具来设计其ATM接口。在这个意义上,我们提出了一种新的方法,它包括一系列活动和使用两种以用户为中心的设计技术:故事板和视频原型。这个新的建议被用来实现系统的新功能,并用于改进当前的工作流程和导航。在这两种情况下,我们都为金融实体获得了有希望的结果:更好的上市时间和更好的利益相关者满意度。
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引用次数: 5
A computational model for automatic generation of domain-specific dialogues using machine learning 使用机器学习自动生成特定领域对话的计算模型
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123860
Andrés Vázquez, David Pinto, D. V. Ayala
Automatic generation of dialogues is a very important component for the human-robot interaction task ; the dialogues generated must guarantee a coherent conversation between human beings and robots. The aim is that the interaction is as natural and effective as possible, considering aspects such as: age, gender, socio-cultural level, socio-economic level, and so on. This research report presents an overview of a doctoral research work that is intended to be executed during the following three years. We motivate the necessity of researching in automatic generation and evaluation of dialogues in the framework of human-robot interaction, presenting the related work reported in literature, the research objectives and the methodology we are interested in develop. In general, we propose to employ machine learning techniques in a restricted domain of knowledge for generating the human-robot dialogues.
对话的自动生成是人机交互任务的重要组成部分;生成的对话必须保证人与机器人之间的连贯对话。其目的是在考虑到年龄、性别、社会文化水平、社会经济水平等方面的情况下,使互动尽可能自然和有效。这份研究报告概述了一项博士研究工作,该工作将在接下来的三年内执行。我们提出了在人机交互框架下研究对话自动生成和评估的必要性,介绍了文献报道的相关工作,研究目标和我们感兴趣的研究方法。一般来说,我们建议在有限的知识领域中使用机器学习技术来生成人机对话。
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引用次数: 0
Studying user-defined body gestures for navigating interactive maps 研究用户自定义的身体手势导航交互式地图
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123851
Josefina Guerrero García, Claudia González, David Pinto
Since the creation of virtual reality many interaction techniques have been proposed for navigating virtual worlds. Some of them involve the use of body gestures and voice commands, while some others rely on some other interactive mechanisms such as mouse and keyboard. Since the appearance of videogames with body interaction it caught our attention how complex is to navigate in some videogames. As the use of voice commands is absent you just rely of your body or control to navigate. We observed a lot of frustration when you rely just on body gestures. So, natural interaction seems not being so natural. In this paper we examine a user defined body gesture language to navigate virtual worlds. We use the wizard of Oz technique to collect the data related and compare performance with traditional desktop based interaction and analyze the results. As a result we propose a body gesture language to navigate virtual worlds.
自虚拟现实诞生以来,人们提出了许多用于导航虚拟世界的交互技术。其中一些涉及使用身体手势和语音命令,而另一些则依赖于其他一些交互机制,如鼠标和键盘。自从带有身体互动的电子游戏出现以来,我们便注意到在某些电子游戏中导航是多么复杂。由于没有使用语音命令,你只能依靠你的身体或控制来导航。我们观察到,当你仅仅依靠肢体动作时,会有很多挫败感。所以,自然的互动似乎不是那么自然。在本文中,我们研究了一种用户定义的肢体手势语言来导航虚拟世界。我们使用wizard of Oz技术收集相关数据,并与传统的基于桌面的交互进行性能比较,并分析结果。因此,我们提出了一种身体手势语言来导航虚拟世界。
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引用次数: 3
Muscle fatigue detection through wearable sensors: a comparative study using the myo armband 基于可穿戴传感器的肌肉疲劳检测:myo臂带的对比研究
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123855
Maria Fernanda Montoya Vega, Ó. Henao, J. Muñoz
Novel wearable systems allow the measure of very complex physiological phenomena extending their capabilities and maintaining their non-invasiveness. A good example of this is the use of superficial electrodes for recording electromyography signals (also called superficial electromyography- sEMG) which can reveal information regarding muscle force and fatigue. Aiming at demonstrate the accuracy of a commercial grade wearable system for sEMG, the Myo Armband for fatigue measurement, we carried out a comparative study. 3 subjects were used under a standard protocol for fatigue detection using two different sensors: a Base ground-truth sEMG sensor, and the commercial wristband Myo, both connected in the biceps brachii. Time and frequency domain parameters were compared using an ANOVA test and a correlation analysis. Results showed a median correlation for the three subjects between 0.4 and 0.6 between the Base Sensor and the Myo Armband signals exposing significant differences p <0.05 for all three cases. The biomarkers of the sEMG signal of both sensors were consistent research found in the literature. Novel wearables sensors can be used in medical scenarios where high accuracy is not a requirement, instead, non-invasiveness can provide ubiquity for rehabilitation treatments as well as a continuous signal recording and data logging processes.
新型可穿戴系统可以测量非常复杂的生理现象,扩展其功能并保持其非侵入性。一个很好的例子是使用浅表电极记录肌电图信号(也称为浅表肌电图- sEMG),它可以揭示有关肌肉力量和疲劳的信息。为了验证商业级肌电可穿戴系统Myo臂章疲劳测量的准确性,我们进行了对比研究。3名受试者在标准方案下使用两种不同的传感器进行疲劳检测:一种是Base表面肌电信号传感器,另一种是Myo腕带,两者都连接在肱二头肌上。采用方差分析和相关分析比较时域和频域参数。结果显示,三名受试者的Base Sensor和Myo Armband信号的中位相关性在0.4和0.6之间,显示出三种情况下的显著差异p <0.05。两种传感器的表面肌电信号的生物标志物在文献中发现是一致的。新型可穿戴传感器可用于不要求高精度的医疗场景,相反,非侵入性可以为康复治疗提供无处不在的服务,以及连续的信号记录和数据记录过程。
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引用次数: 19
Characterization of collaborative practices with a gender focus in programming courses: case study - university of San Buenaventura 在程序设计课程中以性别为焦点的合作实践的特征:个案研究-圣布埃纳文图拉大学
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123871
Beatriz Eugenia Grass, Mayela Coto Chotto
Some studies suggest that women learn differently than men [1]. Some teaching mechanisms work more effectively with men and others with women, and this has nothing to do with our brain biology. Biologically our brains are exactly the same [2]. The difference is based on the strategies used to teach us; culturally we have been educated differently, we used different toys in our childhood and we are treated differently.
一些研究表明,女性的学习方式与男性不同[1]。一些教学机制对男性更有效,而另一些对女性更有效,这与我们的大脑生物学无关。从生物学上讲,我们的大脑是完全相同的[2]。这种差异是基于我们所采用的教学策略;在文化上,我们受到不同的教育,我们在童年时使用不同的玩具,我们受到不同的对待。
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引用次数: 0
Personal spaces for multisensory stimulation as support to rehabilitate patients with cognitive disabilities 多感官刺激的个人空间,以支持认知障碍患者的康复
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123841
Raúl Casillas Figueroa
This paper1 presents the work conducted as part of a doctoral thesis. Its objective is to establish and describe the concept of Personal Space for Multisensory Stimulation (PS4MS) in the field of rehabilitation for patients with cognitive disabilities. It aims at defining a set of design guidelines to be used by developers looking at providing technological support in this type of spaces. We detail the activities of the proposed methodology to conduct the work and present the main findings obtained so far.
本文介绍了作为博士论文的一部分所进行的工作。其目的是在认知障碍患者康复领域建立和描述多感官刺激个人空间(PS4MS)的概念。它旨在定义一套设计指南,供开发人员在这类空间中提供技术支持时使用。我们详细介绍了拟议的方法进行工作的活动,并介绍了迄今为止获得的主要发现。
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引用次数: 8
Integrating collaboration engineering with software process modeling: a visual approach 将协作工程与软件过程建模集成:一种可视化方法
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123866
César Restrepo, L. Jiménez, J. Hurtado
The way as a team interact is determinant for increasing the software organization capability. So, recognize the best interaction mechanisms is a key strategy in order to improve performance in software development teams. Since a growing number of available SPEM 2.0 process models, we propose use this kind of the models as a tool, coAVISPA, in order to identify collaboration aspects to be potentially incorporated as improvement strategies for software development teams. coAVISPA follows a visual strategy and collaboration patterns applied to tasks and roles blueprints. A case study indicates that coAVISPA is an effective analysis tool.
作为一个团队的交互方式是增加软件组织能力的决定性因素。因此,识别最佳交互机制是提高软件开发团队性能的关键策略。由于可用的SPEM 2.0过程模型越来越多,我们建议使用这种模型作为工具,coAVISPA,以便识别协作方面,这些方面可能被合并为软件开发团队的改进策略。coAVISPA遵循应用于任务和角色蓝图的可视化策略和协作模式。实例研究表明,coAVISPA是一种有效的分析工具。
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引用次数: 0
Development of a reading-writing tools focused on speed reading for preschool children 学龄前儿童快速阅读读写工具的开发
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123819
Laura Patricia Ramirez Rivera
In this work, we propose the interface to implement the Global method into two learning tools (web page and mobile application). For that it is necessary to select the characteristics to be implemented, analyzing the work done on the different methods of reading tested in real people and used in a traditional way. The implementation will then be tested with a set of children between 5 and 6 years of age to feed back the interface design.
在这项工作中,我们提出了将Global方法实现到两个学习工具(网页和移动应用程序)中的接口。因此,有必要选择要实现的特征,分析在现实中测试的不同阅读方法和传统方式所做的工作。然后将对一组5至6岁的儿童进行测试,以反馈界面设计。
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引用次数: 0
期刊
Proceedings of the XVIII International Conference on Human Computer Interaction
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