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

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Activity taxonomy [ATx]: roadmap for the development of interactive systems 活动分类法[ATx]:交互式系统开发的路线图
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123854
M. Villegas, W. J. Giraldo, C. Collazos
In this paper we present the use of an Activity Taxonomy as a Framework for the definition of a roadmap for the development of interactive systems. The roadmap is supported by a set of interrelated elements to capture the information to specify and model an interactive system. Those elements are: Method, Notation and Tool. A case study is presented to show the use of the roadmap proposed.
在本文中,我们介绍了使用活动分类法作为定义交互式系统开发路线图的框架。路线图由一组相互关联的元素支持,用于捕获信息,以指定和建模交互式系统。这些元素是:方法、符号和工具。通过一个案例研究来展示所提出的路线图的使用。
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引用次数: 0
Using data mining for discovering relationships between collaboration skills and group roles 使用数据挖掘来发现协作技能和团队角色之间的关系
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123848
R. Costaguta, Germán Lescano, Pablo Santana Mansilla, Daniela Missio, Patricia Miro
Computer-Supported Collaborative Learning systems provide communication, coordination and collaboration tools that ease group dynamic regardless space-time location of group members. However, forming groups and having technology to support group tasks is not enough to guarantee students collaboration and the reaching of learning goals. Effective collaboration supposes the manifestation of specific roles by group members. Considering that group roles are conditioned (among others factors) by collaboration skills that students are able to manifest, it is necessary to discover non-explicit relationships between group roles and collaboration skills. In order to stablish this relationship data mining, in particular association rules, was applied to a set of interactions registered during online collaboration sessions where universitary students participated. Through associaton rules it was possible to discover relationships of Conversation and Active Learning collaboration skills with Monitor Evaluator, Coordinator, Resource Invesigator and Specialist group roles. The discoverd knowledge might be used for automatic recognition of student roles based on collaboration skills that students manifest in their groups. Furthermore, the discovered association rules could be used for group formation considering if group members have the skills related to the necessary roles for an adequate group dynamic.
计算机支持的协作学习系统提供了沟通、协调和协作工具,使小组动态变得容易,而不考虑小组成员的时空位置。然而,组建小组和拥有支持小组任务的技术并不足以保证学生的合作和学习目标的实现。有效的协作要求团队成员表现出特定的角色。考虑到群体角色是由学生能够表现出的协作技能所决定的(以及其他因素),有必要发现群体角色和协作技能之间的非显性关系。为了建立这种关系,数据挖掘,特别是关联规则,被应用于在大学生参与的在线协作会话期间注册的一组交互。通过关联规则,可以发现对话和主动学习协作技能与监督评估者、协调员、资源调查员和专家小组角色之间的关系。发现的知识可能用于基于学生在其小组中表现出的协作技能的学生角色的自动识别。此外,考虑到小组成员是否具有与适当的小组动态所需角色相关的技能,所发现的关联规则可用于小组形成。
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引用次数: 0
Proceedings of the XVIII International Conference on Human Computer Interaction 第十八届人机交互国际会议论文集
J. González-Calleros
This publication has collected papers accepted for the 18th edition of the International Conference promoted by the Spanish Human Computer Interaction Association (Spanish name: Asociacion para la Interaccion Persona-Ordenador, AIPO), whose main objective is to promote and disseminate recent advances in the field of Human-Computer Interaction (HCI). This conference will provide a forum for discussion and the exchange of ideas on the design and application of multidisciplinary techniques and methodologies.
本出版物收集了由西班牙人机交互协会(西班牙语名称:asciacion para la interacion Persona-Ordenador, AIPO)主办的第18届国际会议接受的论文,其主要目标是促进和传播人机交互(HCI)领域的最新进展。本次会议将为多学科技术和方法的设计和应用提供讨论和思想交流的论坛。
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引用次数: 0
Collaborative learning as educational strategy for deaf children: a systematic literature review 协作学习作为聋儿的教育策略:系统的文献综述
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123830
L. F. Aristizábal, Sandra P. Cano, C. Collazos, Andrés F. Solano, K. Slegers
The education of people with disabilities requires special attention and the use of teaching and learning strategies that can be adapted to every particular disability. This study focuses on the education of deaf children as part of a larger project that aims to mix teaching strategies like Logogenia and Fitzgerald Key with interactive storytelling and collaborative learning to support literacy teaching to these children. Since deaf people learn using the visual channel as main input, we believe that technology could play a key role in the development of such environments where user interfaces should be specifically designed to attract children's attention. We conducted a systematic literature review in order to find what researchers have done to apply Collaborative or Cooperative Learning in the education of deaf children and also what kind of emerging technologies are used to enhance collaborative environments. A total of 229 studies were found in 7 different databases. The results of this study show that Collaborative Learning has been used along with different kinds of technology in the education of deaf people with positive outcomes like improving skills in sign language, literacy and communication.
对残疾人的教育需要特别注意,并使用能够适应每一种特殊残疾的教学和学习策略。这项研究的重点是聋哑儿童的教育,作为一个更大项目的一部分,该项目旨在将Logogenia和Fitzgerald Key等教学策略与互动讲故事和协作学习相结合,以支持对这些儿童的扫盲教学。由于聋人学习使用视觉通道作为主要输入,我们相信技术可以在开发这样的环境中发挥关键作用,在这种环境中,用户界面应该专门设计以吸引儿童的注意力。我们进行了系统的文献综述,以找出研究人员在聋儿教育中应用协作或合作学习所做的工作,以及使用哪种新兴技术来增强协作环境。在7个不同的数据库中共发现了229项研究。本研究结果表明,协作学习与各种技术一起用于聋人教育,取得了积极的成果,如提高手语、识字和沟通技能。
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引用次数: 8
Analyzing the learnability of childprogramming model, as a subcharacteristic of the usability 分析儿童编程模型的可学习性,作为可用性的一个子特征
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123861
A. M. González, J. Hurtado
ChildProgramming is a process model which teaches software programming to children, and its goal is to get computational thinking skills. This model was proposed in the year 2012 and has been implemented in some educational institutions to the programming teaching which is getting significant results. In the investigation and consolidation have performed different case studies where the teachers have manifested some difficulties in the moment of interpret and apply the model in their classroom. However, ChildProgramming is not a software product, but a process, this paper propose to evaluate the learning capacity that offers the model to its end users, as one the subcharacteristics of the proposed usability in the norm ISO/IEC 25010. For this evaluation is defined some metrics related to familiarity, common language, consistency and intuition, which in this work are adapted to the evaluation of a software process with purpose of identify improvements in the structure and description of the ChildProgramming model.
儿童编程是一种向儿童教授软件编程的过程模型,其目标是获得计算思维技能。该模型于2012年提出,并在一些教育机构的编程教学中得到了应用,取得了显著的效果。在调查和巩固中,我们进行了不同的案例研究,教师在课堂上解释和应用该模型时表现出一些困难。然而,ChildProgramming不是一个软件产品,而是一个过程,本文建议评估为其最终用户提供模型的学习能力,作为标准ISO/IEC 25010中提出的可用性的子特征之一。对于这项评估,定义了一些与熟悉度、通用语言、一致性和直觉相关的指标,在这项工作中,这些指标适用于软件过程的评估,目的是确定儿童编程模型的结构和描述中的改进。
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引用次数: 0
Assessing collaboration from real computer supported collaborative learning sessions 评估来自真实计算机支持的协作学习会议的协作
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123867
J. Rojano-Cáceres, Fernando Ramos-Quintana, E. Benítez-Guerrero
Considering that collaboration is one of the main goals to be achieved in Computer Supported Collaborative Learning (CSCL) systems, one of the most important and complex task in these systems is to assess the collaboration among participants. In the present work, collaborations take place by interacting through dialogs that contain actions performed by participants organized by dyads. Such actions are transformed into graphical representations called Networks of Concepts (NoC), which synthesizes the knowledge being learned. Here we propose how to measure quantitative collaborations. Quantitative collaborations are measured through the analysis of evidences derived from actions taking place within collaborative learning sessions.1
协作是计算机支持协作学习(CSCL)系统要实现的主要目标之一,评估参与者之间的协作是CSCL系统中最重要和最复杂的任务之一。在目前的工作中,协作是通过对话进行的,对话包含了由两个人组织的参与者执行的动作。这些行为被转换成称为概念网络(NoC)的图形表示形式,它综合了所学的知识。在这里,我们提出如何衡量定量合作。定量合作是通过分析在协作学习过程中发生的行动所产生的证据来衡量的
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引用次数: 1
Applying usability evaluation methods with blind users: a systematic mapping study 盲用户可用性评价方法的系统映射研究
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123829
T. Álvarez, Cristian Rusu, F. Álvarez, E. Benítez-Guerrero, A. Esparza
The main objective of this work is to perform a systematic mapping of the literature to know if the works that have been done and that are focused on the blind users make use of usability evaluation methods. For this we perform a review of different databases to obtain works focused on the topic. As a result, it is observed that the related work makes little use of usability evaluation methods, however, they make it clear why it is important to evaluate the projects taking into account users with visual disability.
这项工作的主要目的是对文献进行系统的映射,以了解是否已经完成的工作以及关注盲人用户的工作使用了可用性评估方法。为此,我们对不同的数据库进行了回顾,以获得专注于该主题的作品。因此,我们观察到相关工作很少使用可用性评估方法,然而,他们清楚地说明了为什么考虑视觉障碍用户评估项目是很重要的。
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引用次数: 5
Towards an intelligent desk matching behaviors and performance of learners 迈向匹配学习者行为与表现的智能课桌
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123865
José-Guillermo Hernández-Calderón, E. Benítez-Guerrero, J. Rojano-Cáceres
This paper proposes the design of a system to semi-automatically identify possible relationships between learner behavior and task performance in an intelligent desk. The aim of detecting such relationships is to help teachers and students in the learning process, supporting their activities with an unobtrusive observation to identify special needs to improve their performance. The proposed system is based on models of the desk, of behaviors arising from user-object interactions, and task performance. Its components are designed to address four main functions: data acquisition, behavior identification, task performance identification, and computing relationships between behaviors and task performance.
本文提出了一种半自动识别智能桌面中学习者行为与任务表现之间可能关系的系统设计。检测这种关系的目的是帮助教师和学生在学习过程中,通过不显眼的观察来支持他们的活动,以确定特殊需求以提高他们的表现。提出的系统是基于桌面模型、用户-对象交互产生的行为模型和任务性能模型。其组件旨在解决四个主要功能:数据采集、行为识别、任务绩效识别以及行为与任务绩效之间的计算关系。
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引用次数: 2
Pervasive games: giving a meaning based on the player experience 普及游戏:基于玩家体验赋予意义
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123832
Jeferson Arango-López, Jesús Gallardo, F. G. Vela, E. Cerezo, E. Amengual, Ramón Valera
The evolution of technologies has allowed that every day more and more games are available on our mobile devices. These games have evolved in many ways depending on their field of application. Thus, one of those kinds of games is pervasive games (PG). Each one of those fields has its own features and targets, which is the reason why researchers have defined pervasive games in many different ways. This is comprehensible from a technical point of view because each research field needs to implement their own properties. In this paper, we present a general overview of the meaning of pervasive games in different areas in order to check and collect their particularities. We also give a conceptual relationship diagram and a general definition that considers the user's pervasive experience found in the results of game experience design.
随着技术的发展,每天都有越来越多的游戏出现在我们的移动设备上。根据应用领域的不同,这些游戏在许多方面都有所发展。因此,其中一种游戏便是普及游戏(PG)。这些领域中的每一个都有自己的特点和目标,这就是为什么研究人员以不同的方式定义普及游戏的原因。从技术角度来看,这是可以理解的,因为每个研究领域都需要实现自己的属性。在本文中,我们对普适博弈在不同领域的意义进行了概述,以便检查和收集它们的特殊性。我们还给出了一个概念关系图和一个考虑到游戏体验设计结果中的用户普遍体验的一般定义。
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引用次数: 27
A user modeling approach to personalized sightseeing tours 个性化观光旅游的用户建模方法
Pub Date : 2017-09-25 DOI: 10.1145/3123818.3123875
Laura Martínez García
A user modeling approach is presented using a recommendation method to stereotype users, identify user-to-user similarity and construct itineraries suited to the tourist's interests. The method can suggest a city tour route with a list of Point of Interest (POIs) according to the user profiles and preferences. To evaluate the approach, a prototype called 10 Signals is development to offers personalized city tours in Cartagena City, Colombia.
提出了一种用户建模方法,使用推荐方法对用户进行刻板印象,识别用户与用户之间的相似性,并构建适合游客兴趣的行程。该方法可以根据用户的个人资料和偏好,建议一条带有兴趣点(poi)列表的城市旅游路线。为了评估这种方法,在哥伦比亚的卡塔赫纳市开发了一个名为“10信号”的原型,提供个性化的城市旅游服务。
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引用次数: 2
期刊
Proceedings of the XVIII International Conference on Human Computer Interaction
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