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Understanding social interactions for the design of tangible user interfaces 了解社会互动的有形用户界面的设计
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358968
Itzel Alessandra Reyes Flores, Carmen Mezura-Godoy, E. Benítez-Guerrero
Several research works talk about benefits of Tangible User Interfaces in Collaborative work. However, it is still convenient to understand how people interact with tangibles medias in order to design Tangible Interfaces to support Collaboration. In the CSCW domain, we study collaborative activities in order to identify Social Interactions that enable people achieve common goals. Our interest is the development of Tangible User Interfaces to support Collaboration. So, as first step we analysed a group of users in a collaborative task, that allowed us to identify on working space the social interactions between users who used pieces of paper as tangible medias. Then we describe the process of identifying social interactions using the MARS model and introduce some challenges for the design and implementation of Tangible User Interfaces that supports collaborative work.
一些研究工作讨论了有形用户界面在协同工作中的好处。然而,为了设计支持协作的有形界面,理解人们如何与有形媒体交互仍然是很方便的。在CSCW领域,我们研究协作活动,以确定使人们实现共同目标的社会交互。我们的兴趣是开发支持协作的有形用户界面。因此,作为第一步,我们分析了协作任务中的一组用户,这使我们能够在工作空间中识别使用纸张作为有形媒体的用户之间的社会互动。然后,我们描述了使用MARS模型识别社会交互的过程,并介绍了支持协作工作的有形用户界面的设计和实现的一些挑战。
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引用次数: 1
Designing for social iTV: improving the shared experience of home care systems 为社交iTV设计:改善家庭护理系统的共享体验
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3359005
P. C. Santana-Mancilla, J. Contreras-Castillo, L. Anido-Rifón
In Latin America, television plays a central role in our homes; it serves as a meeting point for family and friends and provides various services to viewers through interactive applications such as: serious games or health care. This paper describes the initial results of a research study on how groups of older adults interact in front of a television set with an application for health care, to establish the bases to design guidelines to create social television applications for the elderly.
在拉丁美洲,电视在我们的家庭中扮演着核心角色;它可以作为家人和朋友的聚会点,并通过互动应用程序为观众提供各种服务,例如:严肃游戏或医疗保健。本文描述了一项关于老年人群体如何在电视机前与医疗保健应用程序互动的初步研究结果,为设计老年人社交电视应用程序的指导方针奠定了基础。
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引用次数: 0
Transferring motor skills through tactile communication technology 通过触觉交流技术传递运动技能
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358992
Hector M. Camarillo-Abad
This research proposes a learning environment to support transferring motor skills from human to human mediated by haptic wearable technology. The general setting consists of a single human expert and several learners, all communicated through technology, helping both expert and learners. The learners benefit from the feedback provided via wearable technology of a given movement. Similarly, the expert benefits from the statistics provided by the technology, and from an automated mean to provide instructions to the learner. Current status of the research comprises a functional tactile communication setting between instructors and learners, in which the learners can identify, through touch, the motion expected from them. The current research focuses on the implementation of specific instance of the environment for couple dancing. The ultimate goal is to advance understanding of the interaction between humans mediated by technology to learn motor activities.
本研究提出了一个学习环境,以支持由触觉可穿戴技术介导的运动技能从人到人的转移。一般设置包括一个人类专家和几个学习者,所有人都通过技术交流,帮助专家和学习者。学习者受益于通过可穿戴技术提供的给定动作的反馈。同样,专家也可以从技术提供的统计数据中获益,也可以从向学习者提供指导的自动化方法中获益。目前的研究现状包括教师和学习者之间的功能性触觉交流设置,学习者可以通过触摸识别期望从他们那里得到的动作。目前的研究主要集中在具体实例环境的实现上。最终目标是促进对人类之间的相互作用的理解,通过技术来学习运动活动。
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引用次数: 0
Designing a video game to support climate change awareness in a museum exhibition context 设计一个视频游戏,以支持博物馆展览背景下的气候变化意识
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358972
Jorge Barcena-Vazquez, Karina Caro
Nowadays, human activities are having a direct impact on the natural dynamics of the earth resulting in climate alterations on a global scale, commonly known as climate change. Video games are a potential tool for supporting climate change awareness due to their benefits to the learning process, such as improve cognitive skills and the improvement of attention and motivation to learn about a new topic. In this work, we present the design process of Reto Global, a video game to support climate change awareness in a museum exhibition context. The design was conducted following a user-centered design approach. We close with some design recommendations for the design of potential technology to support the climate change phenomenon.
如今,人类活动对地球的自然动态产生直接影响,导致全球范围内的气候变化,通常称为气候变化。电子游戏是支持气候变化意识的潜在工具,因为它们对学习过程有好处,比如提高认知技能,提高注意力和学习新主题的动机。在这个作品中,我们展示了Reto Global的设计过程,这是一个在博物馆展览背景下支持气候变化意识的视频游戏。设计遵循以用户为中心的设计方法。最后,我们对支持气候变化现象的潜在技术的设计提出了一些建议。
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引用次数: 2
Semiotic ladder artifact to design an assistive technology product for people who are deaf 符号学阶梯神器为聋哑人设计一种辅助技术产品
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358982
P. Paim, S. Prietch
Brazilian Sign Language (Libras) is the native language of people who are Deaf or Hard of Hearing (D/HH) in Brazil and it does not replace the Brazilian-Portuguese written language. Considering this fact provided by law, in 2017, the High School National Exam (ENEM), an exam organized by governmental education sector for people to ingress in undergraduate programs, first offered the video-exam in Libras for D/HH candidates to access contents in Libras. The video-exam can be considered as an Assistive Technology product, since it may enable D/HH students' autonomy by displaying contents in their natural language. A framework for adoption of an Assistive Technology is under validation through a case study co-designed with stakeholders, in which this investigation is part of the process. In this paper we show requirements and main questions categorized in six levels of the Semiotic Ladder artifact and, from it, we define the group who are the most important stakeholders that have to participate in futures semio-participatory workshops.
巴西手语(Libras)是巴西聋人或重听人(D/HH)的母语,它不能取代巴西-葡萄牙语的书面语言。考虑到法律规定的这一事实,2017年,由政府教育部门组织的本科入学考试(ENEM)首次提供了天秤座视频考试,供D/HH考生访问天秤座内容。视频考试可以被视为一种辅助技术产品,因为它可以通过以自然语言显示内容来实现D/HH学生的自主性。通过与利益相关者共同设计的案例研究,正在验证采用辅助技术的框架,其中调查是该过程的一部分。在本文中,我们展示了在符号学阶梯工件的六个级别中分类的需求和主要问题,并且从它中,我们定义了必须参与未来半参与式研讨会的最重要的利益相关者群体。
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引用次数: 3
TorBook
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358966
Iyubanit Rodríguez, S. Rodríguez, Andrés Lucero, Valeria Herskovic
Tangible User Interfaces allow users to manipulate digital information while taking advantage of their skills in using physical objects. This may be especially advantageous for older users with a lack of experience in technology use. This paper presents the implementation of TorBook, a tangible user interface in book format that detects the page that is open. We conducted an evaluation with 20 older adults to evaluate the functionality of TorBook. We find that participants feel comfortable with a tangible interface that uses a book metaphor, but that manipulation must be improved to become as similar as possible in its use as a regular book.
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引用次数: 1
VR salsa: learning to dance in virtual reality VR萨尔萨:在虚拟现实中学习跳舞
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358969
Juliana Montes, P. Figueroa
VR Salsa is a virtual reality environment designed to teach users to dance salsa so they can memorize the basic steps and execute them naturally inside a sequence. This is accomplished through the visual representation of the basic steps using an avatar and spherical volumes that describe the movements the feet should follow. We show how previous work on motor learning can be applied to this field. The result is an interface that successfully teaches basic salsa dance moves, that is both comfortable and entertaining according to users.
VR萨尔萨是一个虚拟现实环境,旨在教用户跳萨尔萨舞,这样他们就可以记住基本步骤,并在一个序列中自然地执行它们。这是通过使用化身和球形体积来描述脚应该遵循的运动的基本步骤的视觉表现来完成的。我们展示了如何将先前的运动学习工作应用于这一领域。其结果是,一个界面成功地教授了基本的萨尔萨舞动作,用户认为这既舒适又有趣。
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引用次数: 5
Amón_RA: augmented reality to value historic urban landscape Amón_RA:增强现实价值的历史城市景观
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358977
Esteban Arias-Méndez, D. Porras-Alfaro, K. García-Baltodano
The main purpose of Amón_RA (Amón Augmented Reality in Spanish) project is "to develop augmented reality technology for the enhancement and dissemination of the historic urban landscape of Barrio Amón". To achieve this goal, the research project seeks the determination of contents for patrimonial heritage (urban, architectural, social and cultural analysis) of Barrio Amón with technological developments linked to the creation of a mobile application of Augmented Reality (AR). Amón_RA is a research project in development whose objective is to generate a mobile application of augmented reality in areas little explored within the Costa Rican context such as the enhancement of the city and heritage resources. Barrio Amón, as a study area, is a reference site of the historical-social development of the city of San José, of great patrimonial interest.
Amón_RA (Amón西班牙语增强现实)项目的主要目的是“开发增强现实技术,以增强和传播巴里奥历史城市景观Amón”。为了实现这一目标,该研究项目寻求确定Barrio Amón的遗产内容(城市、建筑、社会和文化分析),并与增强现实(AR)移动应用程序的创建相关的技术发展。Amón_RA是一个正在开发的研究项目,其目标是在哥斯达黎加很少探索的领域生成增强现实的移动应用程序,例如增强城市和遗产资源。Barrio Amón作为一个研究区域,是圣何塞市历史社会发展的参考地点,具有很大的遗产价值。
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引用次数: 0
Environments for learning motor skills using wearable technologies 使用可穿戴技术学习运动技能的环境
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3359001
J. A. Sánchez, Y. Magallanes, Hector M. Camarillo-Abad
This paper discusses work aimed to advance understanding of haptic nonverbal communication (HNVC) and to build environments that take advantage of wearable technologies and simple tactile languages to extend the reach of HNVC and support learning of various skills. Progress includes a taxonomy that organizes extant work on HNVC technologies, a general architecture for an environment oriented to support learning of motor skills using wearable devices, and experimentation in the specific domain of leader-follower dancing. We also discuss collaboration opportunities with other researchers in the Latin American region.
本文讨论了旨在促进对触觉非语言交际(HNVC)的理解的工作,并建立了利用可穿戴技术和简单触觉语言的环境,以扩大HNVC的范围并支持各种技能的学习。进展包括组织现有HNVC技术工作的分类法,用于支持使用可穿戴设备学习运动技能的环境的一般架构,以及在领导者-追随者舞蹈的特定领域的实验。我们还讨论了与拉丁美洲地区其他研究人员的合作机会。
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引用次数: 0
Design implications for exergames with moderate activity to improve inter-joint angle for older adults 适度运动对老年人关节间角度改善的设计意义
Pub Date : 2019-09-30 DOI: 10.1145/3358961.3358964
Oscar E. Ordoñez Medina, R. Cornejo, A. Manzo, A. Alarcón, Luis Gaxiola, F. Martínez-Reyes, Leonor Duque, M. Ornelas
Older adults global population has increased over the years. Several challenges have been identified with the increase of this sector of the world population. The World Health Organization encourages physical activation programs as a main form to promote Healthy ageing. Within HCI, exergames have been evaluated as an alternative to engage older adults in physical activation. In this paper we present a set of design implications for exergames to improve inter-joint angle for older adults, and one exergame that follows these implications.
全球老年人口多年来一直在增加。随着这部分世界人口的增加,已经确定了若干挑战。世界卫生组织鼓励将体育活动项目作为促进健康老龄化的主要形式。在HCI中,exergames已被评估为使老年人参与身体活动的替代方法。在本文中,我们提出了一组用于改善老年人关节夹角的练习游戏的设计含义,以及一个遵循这些含义的练习游戏。
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引用次数: 2
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Proceedings of the IX Latin American Conference on Human Computer Interaction
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